Game machine

JP2024054777A5Pending Publication Date: 2025-10-07SANSEI R&D KK
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Patent Information

Application Number
JP2022161227
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-10-05
Publication Date
2025-10-07

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Abstract

To provide a game machine capable of executing a performance high in amusement.SOLUTION: Performance control means can execute a winning notification performance for notifying that a special game is to be executed on the basis of a result of the determination on whether or not to execute a special game. The performance control means can also execute a change performance that can be gradually changed to any stage of a predetermined stage or lower, and a precursory performance that is a precursor of the change performance. The possibility of the winning notification performance being executed becomes higher as the change performance changes more. The precursory performance suggests the possibility of the change performance being changed to one stage of a predetermined stage or lower.SELECTED DRAWING: Figure 30
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine equipped with a performance control means for controlling performance. [Background technology]

[0002] For example, in gaming machines such as pachinko machines, when a gaming ball enters a starting hole, it is determined whether or not a special game advantageous to the player will be executed, and after the special symbol is displayed in a variable manner, a special symbol indicating the result of the above determination is displayed stationary. Some gaming machines of this type execute a step-up notice that can develop in stages up to a predetermined number of steps, and suggest the reliability of a jackpot based on the final number of steps to be developed and the display mode of the effect image displayed at each step (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-80893 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the effects provided by conventional gaming machines are not necessarily sufficiently entertaining, and further improvements in entertaining are required.

[0005] Therefore, an object of the present invention is to provide a gaming machine that can execute highly entertaining presentations. [Means for solving the problem]

[0006] The gaming machine of the first invention for solving the above-mentioned problems comprises: a determination means for determining whether or not to execute a special game advantageous to a player; a special game execution means for executing the special game when the determination means determines that the special game is to be executed; and a performance control means for controlling the performance. [Effects of the Invention]

[0007] According to this invention, it is possible to perform highly entertaining presentations. [Brief explanation of the drawings]

[0008] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] An enlarged view of the main display 40 in FIG. [Figure 4] An explanatory diagram for explaining the opening and closing control of the second large winning opening 28 and the V winning opening 287. [Figure 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] An explanatory diagram for explaining the jackpot random number and the symbol random number [Figure 7] An explanatory diagram for explaining the flow of a game in the gaming machine 1. [Figure 8] An explanatory diagram illustrating the flow of various effects such as reach effects in a normal gaming state. [Figure 9] Screen diagram showing an example of the effects in normal game mode (part 1) [Figure 10] Screen diagram showing an example of the effects in normal game mode (part 2) [Figure 11] A screen diagram showing an example of a presentation when a V win is announced during a jackpot game. [Figure 12] An explanatory diagram to explain the flow of composite expectation performance [Figure 13] An explanatory diagram to explain the features of character standby performances and special cut-ins, as well as the reliability of winning [Figure 14] Screen diagram to explain related effects [Figure 15]An explanatory diagram showing specific examples of related effects [Figure 16] Flowchart for explaining the execution period of various related effects [Figure 17] An explanatory diagram to explain the flow of the series of productions in the subjugation reach [Figure 18] An explanatory diagram for explaining the lottery that is performed in response to operations during the subjugation reach [Figure 19] FIG. 10 is an explanatory diagram for explaining advance determination information; [Figure 20] An explanatory diagram for explaining provisional loss information and provisional win information [Figure 21] A diagram showing a specific example of an icon change effect using a reserved icon. [Figure 22] Special diagram 2 Screen diagram showing a specific example of a jackpot suggestion effect in reserve [Figure 23] An explanatory diagram to explain the flow of chance effects and suggestive effects [Figure 24] An explanatory diagram to explain the jackpot reliability and characteristics of chance effects and suggestive effects [Figure 25] Screen diagram showing a specific example of the incongruity notification effect A [Figure 26] Screen diagram showing a specific example of the incongruity notification effect B [Figure 27] Screen diagram showing a specific example of the incongruity notification effect C [Figure 28] Screen diagram to explain the flow of the first transformation and stage-related effects [Figure 29] An explanatory diagram for explaining the jackpot reliability and characteristics of the first change performance and stage-related performance [Figure 30] An explanatory diagram to explain the flow of the premonition effect and the second change effect [Figure 31] An explanatory diagram for explaining the jackpot reliability of the second change effect and the premonition effect. [Figure 32] A screen diagram showing a specific example of a premonition effect when the second change effect is not executed. [Figure 33] Screen diagram showing a specific example of a premonition effect and a second transformation effect that ends in the second stage [Figure 34] Screen image (part 1) showing a specific example of the second change effect ending at the third stage of the premonition effect and the upper limit [Figure 35] Screen image (part 2) showing a specific example of the second change effect ending at the third stage of the premonition effect and the upper limit [Figure 36] An explanatory diagram to explain the flow of stage change effects and expectation effects [Figure 37] A screenshot showing an example of a series of effects in which the step-change effect ends at the first stage and develops into the expected effect. [Figure 38] Screenshot (part 1) showing an example of a series of effects in which the stage change effect ends at the upper limit of the third stage and develops into the expected effect. [Figure 39] Screenshot (part 2) showing an example of a series of effects in which the stage change effect ends at the upper limit of the third stage and develops into the expected effect. [Figure 40] FIG. 1 is an explanatory diagram illustrating storage areas of the main RAM 83 and information stored in each storage area. [Figure 41] 10 is a flowchart illustrating an example of an interrupt process executed on the main control board 80. [Figure 42] Detailed flowchart of the sensor detection process in step S2 of FIG. [Figure 43] Detailed flowchart of special 2 preliminary determination process in step S210 of FIG. [Figure 44] Detailed flowchart of the special 1 preliminary determination process in step S218 of FIG. [Figure 45] Detailed flowchart of special symbol processing in step S3 of FIG. [Figure 46] Detailed flowchart of the big win determination process in step S308 of FIG. [Figure 47] Detailed flowchart of the variation pattern selection process in step S309 of FIG. [Figure 48] Detailed flowchart of the special drawing stop processing in step S317 of FIG. [Figure 49] Detailed flowchart (part 1) of the big prize opening / closing control process in step S6 of FIG. [Figure 50] Detailed flowchart (part 2) of the big prize opening / closing control process in step S6 of FIG. 41 [Figure 51] Detailed flowchart (part 3) of the big prize opening / closing control process in step S6 of FIG. 41 [Figure 52] 10 is a flowchart illustrating an example of an interrupt process executed on the sub-control board 90. [Figure 53] Detailed flowchart of the command reception process in step S10 of FIG. 52 [Figure 54] Detailed flowchart of the pending command receiving process in step S13 of FIG. 53 [Figure 55] Flowchart illustrating the process of suggesting a jackpot within special chart 2 [Figure 56] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. 53 [Figure 57] Detailed flowchart of the variable performance pattern setting process in step S163 of FIG. [Figure 58] Detailed flowchart of the preview effect pattern setting process in step S164 of FIG. [Figure 59] A detailed flowchart of the special cut-in effect pattern setting process in step S165 of FIG. [Figure 60] Detailed flowchart of the character standby effect pattern setting process in step S166 of FIG. [Figure 61] Detailed flowchart of the defeat effect pattern setting process in step S167 of FIG. [Figure 62] Detailed flowchart of the chance effect pattern setting process in step S168 of FIG. [Figure 63] Detailed flowchart of the suggestion effect pattern setting process in step S169 of FIG. [Figure 64] Detailed flowchart of the process for setting the effect pattern of the first change effect and related effects in step S173 of FIG. 58. [Figure 65]A detailed flowchart of the process for setting the effect pattern of the second change effect and the premonition effect in step S174 of FIG. 58. [Figure 66] Detailed flowchart of the process for setting the effect pattern of the step-change effect and the expectation effect in step S176 of FIG. [Figure 67] Detailed flowchart of the related effect pattern setting process in step S172 of FIG. [Figure 68] Detailed flowchart (part 1) of the operation acceptance process in step S30 of FIG. 52 [Figure 69] Detailed flowchart (part 2) of the operation acceptance process in step S30 of FIG. 52 [Figure 70] Detailed flowchart (part 3) of the operation acceptance process in step S30 of FIG. 52 [Figure 71] 1 is a flowchart illustrating an example of an interrupt process executed in the image and sound control board 100. [Figure 72] Detailed flowchart of the image display control process in step S71 of FIG. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to one embodiment of the gaming machine of the present invention will be described with reference to the drawings as needed.

[0010] [Configuration example of gaming machine 1] First, an example of the configuration of a gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the gaming board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a gaming board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 comprises a front frame 31 having a decorative surface, a main frame for mounting the gaming board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment of the hall. The front frame 31 supports a glass plate arranged parallel to the gaming board 2 at a predetermined distance, and the glass plate and the gaming board 2 form a gaming area 3 into which gaming balls can flow.

[0011] 1, the front frame 31 is provided with a launch handle 32 for launching game balls, an upper tray 33 for storing game balls to be supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launch handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launch strength that corresponds to the rotation angle of the launch handle 32. The launched game balls travel along a rail member 4 located on the left side of the play area 3 and are then guided to an upper position in the play area 3. They change direction as they come into contact with game nails, windmills, etc. provided in the play area 3, and flow down the play area 3 along the game board 2.

[0012] A ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents a gaming ball that has entered the gaming area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and by operating this stop button, the player can temporarily stop the launch of gaming balls without returning the launching handle 32 to its initial position.

[0013] When the player rotates the launch handle 32 by a small rotation angle (a "left hit"), the game ball is launched with a relatively weak launch strength, and this game ball flows down the left game area 3L. On the other hand, when the player rotates the launch handle 32 by a large rotation angle (a "right hit"), the game ball is launched with a relatively strong launch strength, and this game ball flows down the right game area 3R after moving along the rail member 4 located in the upper right of the center decorative body 10.

[0014] In the path through which the game ball passes in the left game area 3L, a first start opening 21, a second start opening 22, an opening / closing member 23, and three general winning openings 24 are provided as devices related to winning and judgment (see Figure 2). In addition, in the path through which the game ball passes in the right game area 3R, the second start opening 22, the opening / closing member 23, one general winning opening 24, a gate 25, a first large winning opening 26, an opening / closing member 27, a second large winning opening 28, and an opening / closing member 29 are provided as devices related to winning and judgment (see Figure 2).

[0015] As a gaming ball launched from the launching device flows down the gaming area 3 along the gaming board 2, it may land in any of the first starting opening 21, the second starting opening 22, the general winning opening 24, the first large winning opening 26, and the second large winning opening 28. In this case, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 33 or the lower tray 34. For example, four prize balls are paid out for each gaming ball that enters the first starting opening 21, one prize ball is paid out for each gaming ball that enters the second starting opening 22, and five prize balls are paid out for each gaming ball that enters the general winning opening 24. Furthermore, ten prize balls are paid out for each gaming ball that enters the first large winning opening 26, and ten prize balls are paid out for each gaming ball that enters the second large winning opening 28. In addition, game balls that do not win any prizes are discharged from the game area 3 through a discharge port formed at the bottom end of the game board 2.

[0016] A center decorative body 10 is provided in an opening formed in the center of the gaming board 2. This center decorative body 10 is composed of a stage section 11 having a gaming ball rolling surface on which gaming balls can roll, and a warp section 12 having a warp entrance and a warp exit at both ends. A gaming ball flowing down the left gaming area 3L may enter the warp section 12 from the warp entrance, and this gaming ball is discharged from the warp exit and guided to the stage section 11. A guide groove is formed in the center position of the left and right sides of the stage section 11, allowing gaming balls rolling on the stage section 11 to fall toward the first starting opening 21. For this reason, gaming balls guided to the stage section 11 via the warp section 12 are more likely to enter the first starting opening 21 than gaming balls flowing down the left gaming area 3L without passing through the warp section 12.

[0017] The first start opening 21 is a start area that is always open. The second start opening 22 is a start area that is closed when an opening / closing member 23, which is a normal electric device, is not operating, and is opened when the opening / closing member 23 is operating. In the gaming machine 1, when a gaming ball enters the first start opening 21 (or the second start opening 22), it is determined whether or not a special game (jackpot game) advantageous to the player will be executed. Then, on the first special symbol display 41 (or the second special symbol display 42) described below, symbols are displayed in a variable manner, and a symbol (jackpot symbol or losing symbol) indicating the result of the above determination is displayed in a static manner. Here, when a jackpot symbol is displayed in a static manner, a jackpot game is executed to open the first large prize opening 26 and the second large prize opening 28.

[0018] In the following explanation, the judgment made in response to the entry of a game ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment made in response to the entry of a game ball into the second starting hole 22 will be referred to as the "second special pattern judgment," and these will be collectively referred to as the "special pattern judgment."

[0019] The first large prize opening 26 is a special prize area that opens and closes depending on the result of the special symbol determination. The opening of the first large prize opening 26 is provided with an opening / closing member 27, which is a plate that opens and closes the first large prize opening 26. The first large prize opening 26 is normally blocked by the opening / closing member 27, which maintains a closed position that forms the same plane as the gaming board 2. In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 27 is activated to open the first large prize opening 26, resulting in a jackpot game. During this jackpot game, a long open round game is played in which the opening / closing member 27 maintains an open position (see FIG. 2) that opens the first large prize opening 26, and then returns to a closed position that blocks the first large prize opening 26. The long opening round game in which the first large prize opening 26 is opened continues until a predetermined number of game balls (e.g., 10 balls) enter the first large prize opening 26, or until a predetermined time (e.g., 25 seconds) has elapsed since the first large prize opening 26 was opened (without the predetermined number of game balls entering the first large prize opening 26). In this way, during a jackpot game, a long opening round game in which the first large prize opening 26 is opened for a long time is played. For this reason, by hitting to the right during a long opening round game in which the first large prize opening 26 is opened for a long time, the player can obtain more prize balls than when a jackpot game is not being played.

[0020] The second large prize opening 28 is a special prize area that opens and closes depending on the result of the special symbol determination. An opening / closing member 29, which is a blade member that opens and closes the second large prize opening 28, is provided at the opening of the second large prize opening 28. The second large prize opening 28 is normally blocked by the opening / closing member 29 (see FIG. 4(A)). In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 29 is activated to open the second large prize opening 28, and a jackpot game is executed. During this jackpot game, a round game is executed in which the opening / closing member 29 maintains an open position (see FIGS. 2, 4(B), and (C)) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28.

[0021] As will be described in detail later, the round game in which the second large prize opening 28 is opened and closed includes a long-open round game in which the second large prize opening 28 is opened long so that a predetermined number of game balls (for example, 10) can easily enter the second large prize opening 28, and a short-open round game in which the second large prize opening 28 is opened short so that it is extremely difficult for game balls to enter the second large prize opening 28. In the long-open round game in which the second large prize opening 28 is opened long, 100 prize balls (= 10 balls × 10 counts) are paid out when the player hits the right. Therefore, by hitting the right during the long-open round game in which the second large prize opening 28 is opened long, the player can obtain more prize balls than when a jackpot game is not being played.

[0022] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game is to be executed, the operation of the opening / closing member 27 and the opening / closing member 29 is controlled, and a jackpot game is executed in which the player can acquire game balls as a gaming medium.

[0023] On the other hand, in this embodiment, with regard to the short-open round game in which second large winning opening 28 is short-opened, the opening time, which is the time during which opening / closing member 29 maintains the open position that opens second large winning opening 28, is set to an extremely short time of 0.1 seconds. For this reason, even if a player hits the ball to the right during the short-open round game of second large winning opening 28, basically no game ball will enter second large winning opening 28, and no prize balls will be paid out.

[0024] For ease of explanation, Fig. 2 shows the opening / closing members 27, 29 in the open position that opens the large prize openings 26, 28 when the effect symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening / closing members 27, 29 are not in the open position while the effect symbols are displayed variably. Also, in each round of play in a jackpot game, either the first large prize opening 26 or the second large prize opening 28 is used, so in reality, these large prize openings are not opened at the same time as shown in Fig. 2.

[0025] An opening / closing member 23 (see FIG. 2) is disposed adjacent to second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which it blocks second starting port 22 and an open position (see FIG. 2) in which it opens second starting port 22.

[0026] The second starting hole 22 is normally blocked by the opening / closing member 23. In contrast, when a game ball hit by a player to the right passes through the gate 25, a determination is made as to whether or not to open the second starting hole 22, although no prize balls are paid out. If it is determined that the second starting hole 22 should be opened, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, when the opening / closing member 23 is not operating, the second starting hole 22 is in a state where it is difficult for game balls to pass through, but when the opening / closing member 23 is operating, it becomes easy for game balls to pass through.

[0027] In the following description, the determination that is performed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol determination."

[0028] The general winning opening 24 is always open, similar to the first starting opening 21, and is a winning opening from which a predetermined number of prize balls (for example, five balls) are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, no judgment is made even if a game ball enters the general winning opening 24.

[0029] [Configuration example of main display 40] Figure 3 is an enlarged view of the main display 40 in Figure 2. As illustrated in Figure 3, the main display 40 is configured to have a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, a firing direction display 49, and the like.

[0030] The first special symbol display 41 is configured with eight LEDs indicated by "i to p," and when a first special symbol determination is made, it notifies the result of the first special symbol determination by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the first special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the first special symbol determination for a predetermined fixed time (for example, 0.5 seconds).

[0031] The second special symbol display 42 is configured with eight LEDs indicated by "a to h," and when a second special symbol determination is made, the second special symbol determination result is notified by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the second special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the second special symbol determination for a predetermined fixed time (for example, 0.5 seconds).

[0032] The first special symbol display 41 (or the second special symbol display 42) displays a "jackpot symbol" indicating a jackpot or a "miss symbol" indicating a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that the gaming machine 1 provides a plurality of different jackpot symbols depending on the type of jackpot, and when a jackpot symbol is displayed, a jackpot game is played in which the first large prize opening 26 and the second large prize opening 28 are opened in an opening pattern according to the type of jackpot symbol.

[0033] The normal pattern display 43 is configured with two LEDs indicated by "s-t", and when a normal pattern determination is made, the result of the normal pattern determination is notified by variably displaying the patterns and then statically displaying the patterns indicating the determination result of the normal pattern determination. Specifically, for example, the variably displaying the patterns is performed by alternately lighting the two LEDs, and the static displaying of the patterns is performed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode corresponding to the determination result of the normal pattern determination. Here, when a winning pattern is statically displayed, an auxiliary game is performed in which the second starting hole 22 is opened by operating the opening / closing member 23 in an opening pattern corresponding to the current game state.

[0034] In the following explanation, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 will be referred to as "special symbols," and the symbols displayed on the normal symbol display device 43 will be referred to as "normal symbols." In addition, the special symbol displayed on the first special symbol display device 41 will be referred to as "first special symbol," and the special symbol displayed on the second special symbol display device 42 will be referred to as "second special symbol" to distinguish between the two.

[0035] The first special symbol reserve indicator 44 is configured with two LEDs indicated by "u to v", and displays the number of reserved first special symbol determinations depending on the lighting state of these LEDs. The second special symbol reserve indicator 45 is configured with two LEDs indicated by "w to x", and displays the number of reserved second special symbol determinations depending on the lighting state of these LEDs. In this embodiment, the upper limit of these reserved numbers is set to "4". The regular symbol reserve indicator 46 is configured with two LEDs indicated by "q to r", and displays the number of reserved regular symbol determinations depending on the lighting state of these LEDs.

[0036] When a jackpot symbol is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42, the round indicator 47 displays the number of rounds, indicating how many rounds will be played in the jackpot game that is executed in response to the jackpot corresponding to that jackpot symbol. In the gaming machine 1 of this embodiment, there are cases where a jackpot game including three rounds is played, a case where a jackpot game including five rounds is played, and a case where a jackpot game including ten rounds is played. For this reason, in this embodiment, the round indicator 47 is configured to have a 3R LED, a 5R LED, and a 10R LED, and the number of rounds is notified by lighting up any of these LEDs.

[0037] The game status indicator 48 is configured with three LEDs indicated by "a1 to a3," and indicates the game status of the gaming machine 1 by the lighting state of these LEDs. The launch direction indicator 49 is configured with two LEDs indicated by "y to z," and indicates the launch direction of the gaming ball by the lighting state of these LEDs. In other words, it indicates whether the state is for a left-handed shot or a right-handed shot.

[0038] [Configuration example of presentation means provided in gaming machine 1] 1 and 2, the game board 2 and the front frame 31 are provided with a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, a performance indicator 125, a first special symbol reserve indicator 126, a second special symbol reserve indicator 127, and the like, to perform various effects. In addition, an image display device 7 is provided behind the game board 2.

[0039] The decorative member 13 incorporates a panel lamp 5 (see Figure 5) that is composed of multiple LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the light color of each LED.

[0040] The movable decorative member 14 is located in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 incorporates multiple LEDs, and generates predetermined effects through its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7, allowing the movable decorative member 14 to move up and down along the display screen 70. The movable decorative member 14 is typically positioned in an initial position (see FIG. 2 ) where most of the movable decorative member 14 is hidden behind the decorative member 13, with only the lower end of the movable decorative member 14 visible. In contrast, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 and speaker 38, the movable decorative member 14 emits light in a predetermined light pattern and falls to an operating position that covers most of the display screen 70.

[0041] The frame lamp 37 is composed of a plurality of LEDs built into various parts of the front frame 31, and various light effects can be produced by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.

[0042] The image display device 7 is a liquid crystal display device that displays effect images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the gaming board 2. This display screen 70 displays effect images including various display objects such as effect symbols that notify the determination result of the special symbol determination, characters and items, reserved images (reserved icons) that are displayed in the same number as the reserved number of first special symbol determinations (or second special symbol determinations), and change suggestion images (icons) that suggest that the special symbol is currently being displayed. Note that the image display device 7 is not limited to a liquid crystal display device, and may be another image display device such as an EL display device, as long as it is capable of displaying effect images.

[0043] The speaker 38 outputs musical pieces, voices, sound effects, and other sound effects in synchronization with or asynchronous with the display effects on the display screen 70 to perform sound effects.

[0044] The effect display 125 is configured with two LEDs, and displays a variable pattern in accordance with the variable display of the special pattern and effect pattern, and displays a static pattern that notifies the result of the special pattern determination in accordance with the static display of the special pattern and effect pattern. This effect display 125 notifies the result of the special pattern determination by the combination of lighting and extinguishing and the lighting color of each LED.

[0045] The effect first special symbol hold indicator 126 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved first special symbol determinations as displayed on the first special symbol hold indicator 44. The effect second special symbol hold indicator 127 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved second special symbol determinations as displayed on the second special symbol hold indicator 45.

[0046] [Configuration example of input means provided in gaming machine 1] As illustrated in FIG. 1, the front frame 31 is provided with a first effect button 35 and a second effect button 36 as input means that can be used by the player. The first effect button 35 is a push button that the player presses to input operation information. The second effect button 36 is a push button that the player presses to input operation information by grasping the grip of the second effect button 36 and pressing the second effect button 36. In the gaming machine 1, effects may be generated in response to the operation of the first effect button 35 or the second effect button 36.

[0047] Although not shown in FIG. 1 , in addition to the first effect button 35 and the second effect button 36, an operation lever 98 is provided on the front frame 31. This operation lever 98 is configured with a grip and a lever button. When held by a player, the grip can be tilted in one of several directions, including forward, backward, left, and right. The lever button is provided at the top end of the grip, and by pressing the lever button with the thumb while the player is tilting the grip in one direction, operation information indicating that one of the directions has been selected (direction selection information) can be input. Furthermore, by pressing the lever button without tilting the grip in any direction from the initial position, operation information indicating that no direction has been selected (direction non-selection information) can be input.

[0048] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. That is, for example, in this embodiment, a case where the gaming machine 1 is equipped with three input means is described, but the number of input means may be one, two, or four or more. Furthermore, the input means is not limited to push buttons or operation levers, and may be other input means such as a touch panel capable of detecting a touch operation by a player, or, for example, an optical sensor capable of detecting a player's hand held over the display screen 70.

[0049] [Example of internal configuration of No. 2 Large Winning Slot 28] Figure 4 is an explanatory diagram for explaining the opening and closing control of second large prize opening 28 and V prize opening 287. An opening / closing member 29 that opens and closes second large prize opening 28 is provided at the opening of second large prize opening 28 (see Figures 1 and 4(A)). Also, as illustrated in Figures 4(A) to (C), second large prize opening sensor 281, V prize opening sensor 283, discharge opening sensor 284, slide member 285, etc. are provided inside second large prize opening 28.

[0050] The second large prize opening sensor 281 detects a gaming ball that has entered the second large prize opening 28, and in this embodiment, 10 prize balls are paid out each time a gaming ball passes through the second large prize opening sensor 281. The V prize opening sensor 283 detects the passage of a gaming ball through the V prize opening 287 (an example of a special prize area) defined by the V prize opening sensor 283. The discharge opening sensor 284 detects the passage of a gaming ball through the discharge opening defined by the discharge opening sensor 284. The sliding member 285 guides a gaming ball that has passed through the second large prize opening sensor 281 to the V prize opening 287 or the discharge opening, and is configured to be slidable in the left-right direction in FIG. 4 (the width direction of the gaming machine 1). Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned in a right position to block the V winning opening 287, and Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned in a left position to open the V winning opening 287.

[0051] When no jackpot game is being played or during a long-open round game in which first large prize opening 26 is left open for a long time, second large prize opening 28 is closed by opening / closing member 29, and V prize opening 287 is closed by slide member 285 (see FIG. 4(A)). In contrast, during a round game in which second large prize opening 28 is opened and closed, second large prize opening 28 and V prize opening 287 can be in the following states.

[0052] 4(A) and 4(B), in a round game in which second large prize opening 28 is opened and closed, opening / closing member 29 may rotate with slide member 285 remaining in the right position, thereby opening second large prize opening 28. In this case, although second large prize opening 28 is open, V prize opening 287 is still blocked by slide member 285. Therefore, even if a gaming ball enters second large prize opening 28, the gaming ball will not pass through V prize opening 287 but will pass through outlet sensor 284.

[0053] 4(B) and 4(C), in a round game in which second large prize opening 28 is opened and closed, slide member 285 may move from the right position to the left position while second large prize opening 28 remains open, thereby opening V prize opening 287. In this case, since both second large prize opening 28 and V prize opening 287 are open, a gaming ball that enters second large prize opening 28 passes through V prize opening 287 (i.e., is detected by V prize opening sensor 283).

[0054] The V winning port sensor 283 functions as a so-called probability variable switch, and as described above, if a game ball enters the V prize when both the second large winning port 28 and the V winning port 287 are in an open state (the game ball is detected by the V winning port sensor 283), the game will be controlled in a "probability variable game state" described later after the jackpot game in which this V prize has occurred has ended. On the other hand, if a game ball does not enter the V prize when both the second large winning port 28 and the V winning port 287 are in an open state, the game will be controlled in a "time-saving game state" described later after the jackpot game has ended.

[0055] 4(D), there are cases where second large prize opening 28 is closed because opening / closing member 29 is not operating, and V prize opening 28 is opened because slide member 285 moves from the right position to the left position. In this case, V prize opening 287 is open, but second large prize opening 28 is in an entry-prohibitive state, so that game balls cannot enter second large prize opening 28.

[0056] In addition, the letter "V" is written in a position corresponding to the V prize opening sensor 283 on a transparent member provided in a position corresponding to the area containing the second large prize opening sensor 281, the V prize opening sensor 283, the outlet sensor 284, the slide member 285, etc. (see FIG. 2). Therefore, the player can easily identify the position of the V prize opening sensor 283 (the position of the V prize opening 287) by looking at this letter "V."

[0057] [Configuration of the control device provided in the gaming machine 1] FIG. 5 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1. As shown in FIG. A control device that controls the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 5, the control device of the gaming machine 1 is composed of a main control board 80 that controls the progress of a game using gaming balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, a lamp control board 120 that controls the effects using various lamps and movable members, and the like. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, image and sound control board 100, and lamp control board 120 function as an effect control unit that controls the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, image and sound control board 100, and lamp control board 120 may be configured on a single board.

[0058] <Configuration example of main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various arithmetic processing related to judgments and the number of prize balls to be paid out based on programs stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the programs, and as a working area for data processing, etc.

[0059] The main control board 80 is connected to a first start opening sensor 211, a second start opening sensor 221, a gate sensor 251, a first large prize opening sensor 261, a second large prize opening sensor 281, a V prize opening sensor 283, an outlet sensor 284, a general prize opening sensor 241, a second start opening solenoid 222, a first large prize opening solenoid 262, a second large prize opening solenoid 282, and a V prize opening solenoid 286. The gaming machine 1 of this embodiment is equipped with four general prize opening sensors 241 corresponding to the four general prize openings 24, but for ease of explanation, only one general prize opening sensor 241 is shown in FIG. 5.

[0060] The first start opening sensor 211 detects that a gaming ball has entered the first start opening 21, and outputs a detection signal thereto to the main control board 80. The second start opening sensor 221 detects that a gaming ball has entered the second start opening 22, and outputs a detection signal thereto to the main control board 80. The gate sensor 251 detects that a gaming ball has passed through the gate 25, and outputs a detection signal thereto to the main control board 80. The first large prize opening sensor 261 detects that a gaming ball has entered the first large prize opening 26, and outputs a detection signal thereto to the main control board 80. The second large prize opening sensor 281 detects that a gaming ball has entered the second large prize opening 28, and outputs a detection signal thereto to the main control board 80. The V prize opening sensor 283 detects that a gaming ball has passed through the V prize opening 287, and outputs a detection signal thereto to the main control board 80. The outlet sensor 284 detects the passage of a gaming ball through the outlet and outputs a detection signal to the main control board 80. The general winning opening sensor 241 detects that a gaming ball has entered the general winning opening 24 and outputs a detection signal to the main control board 80.

[0061] The second starting opening solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit a driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second starting opening 22. The first large winning opening solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit a driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large winning opening 26. The second large winning opening solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit a driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large winning opening 28. The V winning opening solenoid 286 is an electric solenoid connected to the slide member 285 so as to be able to transmit a driving force, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V winning opening 287.

[0062] Although not shown in the figure, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends out gaming balls from a ball tank provided on the back side of the gaming board 2, thereby supplying gaming balls to the upper tray 33 or the lower tray 34. When a detection signal is input from the first start hole sensor 211, the second start hole sensor 221, the first large prize hole sensor 261, the second large prize hole sensor 281, or the general prize hole sensor 241, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the gaming ball has entered, and also manages the number of prize balls to be paid out based on information from the payout control board.

[0063] Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the first start hole sensor 211, and executes a first special symbol determination using the acquired random numbers. Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the second start hole sensor 221, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers specifically refer to a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number.

[0064] The jackpot random number is a random number used to determine whether a jackpot is won or not. The pattern random number is a random number used to determine the type of jackpot (such as the number of rounds of jackpot play and the game state after the jackpot play ends) when a jackpot is determined. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when a miss is determined. The variation pattern random number is a random number used to determine the variation pattern of the special pattern when the special pattern is displayed in a varying manner.

[0065] The main CPU 81 acquires these random numbers at the timing when a gaming ball enters the first start hole 21 (or the second start hole 22), and first determines whether or not to execute a jackpot game based on whether or not the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, if it is determined that a jackpot game will be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which random number value of the predetermined random number value (to be compared with the pattern random number) stored in the main ROM 82 matches with the symbol random number acquired together with the jackpot random number.

[0066] On the other hand, when the main CPU 81 determines not to execute a jackpot game because the acquired jackpot random number does not match the winning value, it determines whether to perform a reach effect or a reach-not-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value stored in the main ROM 82 (to be compared with the reach random number). Furthermore, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbol when the special symbol is displayed in a variable manner based on the variation pattern random number acquired together with the jackpot random number. This determines the variation time of the special symbol.

[0067] When the main CPU 81 determines that a jackpot game will be played and determines the type of jackpot, it controls the opening and closing of the first large prize opening 26 (the operation of the opening and closing member 27) via the first large prize opening solenoid 262, the opening and closing of the second large prize opening 28 (the operation of the opening and closing member 29) via the second large prize opening solenoid 282, and the opening and closing of the V prize opening 287 (the operation of the slide member 285) via the V prize opening solenoid 286, thereby playing a jackpot game according to the type of jackpot.

[0068] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and executes a normal symbol determination using the acquired normal symbol random number. Then, if it is determined as a result of this normal symbol determination that the second start hole 22 is to be opened, the main CPU 81 executes an auxiliary game to open the second start hole 22 by controlling the opening and closing of the second start hole 22 (the operation of the opening and closing member 23) via the second start hole solenoid 222.

[0069] Also connected to the main control board 80 are a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, and a launch direction display 49. The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes them to execute the display processing described above based on FIG.

[0070] <Configuration example of sub-control board 90> The sub-control board 90 is equipped with a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control performances based on programs stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used by the sub-CPU 91 when executing the programs, and as a working area for data processing, etc. The RTC 94 measures the current date and time (date and time).

[0071] A first effect button detection sensor 96, a second effect button detection sensor 97, and an operation lever 98 are connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated, the first effect button detection sensor 96 outputs operation information (operation signal) indicating that fact to the sub-control board 90. When the second effect button 36 (see FIG. 1) is operated, the second effect button detection sensor 97 outputs operation information (operation signal) indicating that fact to the sub-control board 90. The operation lever 98 is configured to include a detection sensor (not shown) that detects the direction in which its grip is tilted, and the lever button, and when the operation lever 98 is operated, it outputs the direction selection information or direction non-selection information to the sub-control board 90 as operation information indicating that fact.

[0072] The sub-CPU 91 sets the effect content (effect pattern) based on game information (various commands) related to special symbol determination, normal symbol determination, jackpot game, etc., transmitted from the main control board 80. At that time, the sub-CPU 91 may accept input of operation information from the first effect button 35 or the second effect button 36 and set the effect content according to that operation information. The sub-CPU 91 transmits commands to the image and sound control board 100 and the lamp control board 120 to instruct the execution of the effect of the set effect content.

[0073] <Configuration example of image and sound control board 100> The image and sound control board 100 controls image display by the image display device 7 and controls the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0074] The control ROM 102 is composed of a mask ROM, and stores a control program for the image and sound control CPU 101, a display list generation program for generating a display list, and various tables such as a display list creation table used in the process of creating the display list. Here, the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameters such as the type of image to be drawn, the position (coordinates) at which the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used when the image and sound control CPU 101 executes the control program, and as a working area for data processing, etc.

[0075] The image and sound control CPU 101 instructs the VDP 104 to display image data stored in the CGROM 105 on the image display device 7 based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting a display list. The image and sound control CPU 101 also instructs the audio DSP 107 to output audio data stored in the audio ROM 108 from the speaker 38.

[0076] CGROM 105 stores effect data necessary for executing the effect associated with the variable display of special symbols and the effect associated with a jackpot game. CGROM 105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image data) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels), movie data consisting of a collection of multiple image data, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. CGROM 105 also stores, without compression, palette data, etc., in which color number information that specifies a color number corresponds to display color information for actually displaying the color.

[0077] It is also possible to compress only a portion of the image data stored in the CGROM 105. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.

[0078] The VRAM 106 is composed of an SRAM that can write and read image data at high speed, and although not shown in the figure, it is composed of a display list storage area, a development storage area, a frame buffer, etc.

[0079] The display list storage area temporarily stores the display list output from the image and audio control CPU 101. The expansion storage area stores image data that has been read from the CGROM 105 and then expanded. The frame buffer is used for both drawing and displaying image data to be displayed on the display screen 70.

[0080] The VDP 104 decompresses image data stored in a compressed state in the CGROM 105 and stores the decompressed image data in a storage area. Furthermore, the VDP 104 performs drawing processing on the frame buffer using the image data stored in the storage area based on the display list stored in the display list storage area. Furthermore, the VDP 104 generates RGB signals as video signals indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signals to the image display device 7.

[0081] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voice, sound effects, warning sounds, etc. The SDRAM 109 is used as a work area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume in accordance with instructions related to the volume obtained from the image audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.

[0082] In this embodiment, the VDP is responsible for drawing management and the audio DSP is responsible for sound management, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted, in which case there is no need to provide a separate audio DSP.

[0083] <Configuration example of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to a frame lamp 37, a panel lamp 5, a movable decorative member 14, a performance indicator 125, a first special effect symbol hold indicator 126, and a second special effect symbol hold indicator 127. The lamp ROM 122 stores programs executed by the lamp CPU 121, light emission pattern data, operation pattern data, etc. Here, the light emission pattern data is data indicating the light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, etc. The operation pattern data is data indicating the operation patterns of the movable decorative member 14, etc.

[0084] The lamp CPU 121 performs arithmetic processing when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the performance first special chart hold indicator 126, the performance second special chart hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0085] The lamp CPU 121 reads out, from the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the LEDs built into the frame lamp 37, the panel lamp 5, and the movable decorative member 14. The lamp CPU 121 also reads out, from the operation pattern data stored in the lamp ROM 122, operation pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the driving of the motor that operates the movable decorative member 14.

[0086] Furthermore, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display device 125 based on commands from the sub-control board 90. Furthermore, the lamp CPU 121 controls the display of the number of reserved symbols related to the first special symbol determination by the effect first special symbol reserve display device 126 and the display of the number of reserved symbols related to the second special symbol determination by the effect second special symbol reserve display device 127 based on commands from the sub-control board 90.

[0087] [About game status] Next, we will explain the gaming states of the gaming machine 1. In the gaming machine 1 of this embodiment, the game is controlled in one of three gaming states: a "normal gaming state," a "probability variable gaming state," and a "time-saving gaming state."

[0088] The "normal gaming state" is a gaming state in which a special symbol determination is performed in a low probability state in which the probability of determining that a jackpot game will be executed is relatively low, and a support function (such as a function called "electric support") that supports the entry of a gaming ball into the second start hole 22 is not provided. In the normal gaming state, the probability that a special symbol determination determines that a jackpot game will be executed is set to a relatively low probability (e.g., 1 / 210) (see FIG. 6(A)). Also, the probability that a normal symbol determination determines that the second start hole 22 will be opened is set to a relatively low probability (e.g., 1 / 11), the normal symbol variation time is set to a relatively long time (e.g., 20 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively short time (e.g., 0.1 seconds × 1 time).

[0089] The "probability variable game state" is a game state in which a special symbol determination is performed in a high probability state in which the probability of determining that a jackpot game will be executed is relatively high, and the support function is provided. That is, in the probability variable game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively high probability (e.g., 1 / 60) (see FIG. 6(A)). Also, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).

[0090] The "time-saving game state" is a game state in which a special symbol determination is made in the low-probability state described above, and the electric chute support function is provided. That is, in the time-saving game state, the probability that a jackpot game will be executed based on the special symbol determination is set to a relatively low probability (e.g., 1 / 210). Also, the probability that the second start hole 12 will be opened based on the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 12 when it is determined to be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).

[0091] When comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variable game state" and the "time-limited game state" is likely to be set to a relatively shorter time than the variation time of the special symbols in the "normal game state." Note that the probability of determining that a special game will be executed (jackpot probability), the probability of determining that the second start slot 22 will be opened (winning probability of the normal symbol determination), the variation time of the normal symbols, and the opening time of the second start slot 22 shown in the explanation of each game state are merely examples, and it goes without saying that other probabilities and times may also be used.

[0092] In the following description, the state in which the support function is provided and it is easy for the game ball to enter the second starting hole 22 will be referred to as a "high base state," and the state in which the support function is not provided and it is difficult for the game ball to enter the second starting hole 22 will be referred to as a "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variable game state" and the "time-saving game state" correspond to the high base state.

[0093] [Game flow] A game ball hit by a player with the right hand will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which in this embodiment corresponds to the "normal game state"), the player will play by hitting with the left hand, aiming at the first starting hole 21.

[0094] When a game ball hit from the left side enters the first starting hole 21 during normal game mode, the main CPU 81 executes a first special pattern determination, and the first special pattern is displayed in a variable manner on the first special pattern display 41, and then a jackpot pattern or a losing pattern is displayed in a static manner as the first special pattern indicating the result of the first special pattern determination.

[0095] Here, if a losing symbol is displayed, the jackpot game will not be played and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds according to the jackpot symbol, and after the jackpot game ends, the game will be controlled in a "probable win game state" or a "time-saving game state."

[0096] In addition, when the game state transitions to a "probability variable game state" or a "time-saving game state" upon the end of a jackpot game, i.e., when the game transitions from a low base state to a high base state, the support function that facilitates the entry of game balls into the second starting hole 22 makes it easier for game balls to enter the second starting hole 22 than the first starting hole 21. Therefore, when the game is controlled in a high base state, the player will play by hitting the ball to the right, aiming at the second starting hole 22. Also, when both the right to determine the first special symbol and the right to determine the second special symbol are reserved, the second special symbol determination is executed with priority over the first special symbol determination. Therefore, when the game is controlled in a probability variable game state or a time-saving game state, the second special symbol determination is basically executed.

[0097] As will be described in detail later, the jackpot symbols displayed on the second special symbol display 42 in the probability variable game state or the time-limited game state include probability variable jackpot symbols and normal jackpot symbols, and after the jackpot game ends, the game is controlled in the probability variable game state or the time-limited game state. Note that the gaming machine 1 of this embodiment is configured as a so-called ST machine. Therefore, if a jackpot is not won in the probability variable game state or the time-limited game state, the game state will be returned from the probability variable game state (or the time-limited game state) to the normal game state.

[0098] [Regarding special design determination using random numbers] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. In the explanatory diagrams for each random number illustrated in Figure 6 and subsequent figures, the possible range of the random number is set to a smaller range than the actual range in order to make the explanation easier. In the gaming machine 1, when the gaming ball passes through the first start hole 21 (or the second start hole 22), the main CPU 81 acquires acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.

[0099] <Processing based on jackpot random numbers> The jackpot random number illustrated in Figure 6(A) is a random number used in the jackpot determination process (step S308 in Figure 45) to determine whether or not a jackpot game will be played, and is set separately for a low probability state in which the probability of determining that a jackpot game will be played is relatively low, and a high probability state in which the probability of determining that a jackpot game will be played is relatively high.

[0100] In this embodiment, for the low probability state, as illustrated in the upper part of Fig. 6(A), four winning values ​​from "0" to "3" and 836 losing values ​​from "4" to "839" are stored in the main ROM 82. When a game is controlled in a low probability state (which corresponds to the "normal game state" and the "time-saving game state" in this embodiment), the main CPU 81 determines that a jackpot game will be executed if the jackpot random number acquired in response to the game ball passing through the first start port 21 (or the second start port 22) matches one of these four winning values. On the other hand, when a game is controlled in a low probability state, if the acquired jackpot random number matches one of the 836 losing values, the main CPU 81 determines that a jackpot game will not be executed.

[0101] Furthermore, with regard to the high probability state (which corresponds to the "probable variable game state" in this embodiment), as illustrated in the lower part of FIG. 6(A), 14 winning values ​​from "0" to "13" and 826 losing values ​​from "14" to "839" are stored in the main ROM 82. When a game is controlled in the high probability state, the main CPU 81 determines that a jackpot game will be executed if the jackpot random number acquired in response to the game ball passing through the first start port 21 (or the second start port 22) matches any of these 14 winning values. On the other hand, when a game is controlled in the high probability state, if the jackpot random number acquired matches any of the 826 losing values, the main CPU 81 determines that a jackpot game will not be executed.

[0102] In this embodiment, the jackpot random number can take 840 values ​​from "0" to "839" in both the low probability state and the high probability state (see FIG. 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (= 4 / 840), and the jackpot probability in the high probability state is 1 / 60 (= 14 / 840).

[0103] <Processing based on random numbers> When the main CPU 81 determines that a jackpot game will be executed, it determines the type of jackpot based on which random number value the symbol random number obtained together with the jackpot random number used in the determination matches among the random number values ​​preset for each type of jackpot. In the gaming machine 1, different jackpot symbols are stopped and displayed on the first special symbol display device 41 (or the second special symbol display device 42) depending on the type of jackpot. Therefore, the type of jackpot is determined by selecting the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display device 41 (or the second special symbol display device 42) as the jackpot symbol.

[0104] (Type of jackpot related to the first special symbol determination) As illustrated in Figure 6(B), in this embodiment, two types of jackpots (jackpot patterns) are available that can be won when a game ball enters the first starting hole 21 during normal game play: "5R special" and "5R normal."

[0105] The "5R probability change" (see Figure 6(B)) is a jackpot in which, in response to the jackpot pattern X1 being stopped and displayed on the first special pattern display 41, a jackpot game is executed which consists of a total of five long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 is long-opened, and four long-open round games (second to fifth round round games) in which the first large prize opening 26 is long-opened.

[0106] If this "5R probability change" is won, both the second large prize opening 28 and the V prize opening 287 are opened long in the first round of round play. Therefore, the player can pass the game ball through the V prize opening 287 by simply hitting to the right, and if even one game ball is detected by the V prize opening sensor 283 during the first round of round play, the game will be controlled in the "probability change game state" after the end of the jackpot game.

[0107] In this embodiment, after the end of the jackpot game related to the "5R probability change," the number of times (ST number in FIG. 6(B)) that the second special symbol determination (or first special symbol determination) and the variable display of the second special symbol (or first special symbol) are executed in the "probability change game state" is set to 100 times, and if no jackpot is determined along the way, the probability change game state continues until 100 special symbol determinations are executed. If all 100 special symbol determinations are misses, the game is then controlled in the "normal game state."

[0108] On the other hand, the "5R normal" (see FIG. 6(B)) is a jackpot in which, in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41, a jackpot game consisting of a total of five round games is executed, including one short-open round game (first round round game) in which the second large prize opening 28 is short-opened, and four long-open round games (second to fifth round round games) in which the first large prize opening 26 is long-opened. When this "5R normal" is won, in the first round round game, basically, no prize balls are paid out because no game balls enter the second large prize opening 28. Therefore, when the "5R normal" is won, the number of long-open round games executed during the jackpot game is four, and it can be said that it is essentially a four-round jackpot.

[0109] If the "5R normal" is won, as described above, a short-open round game in which the second large prize opening 28 is short-opened is executed as the first round of round play. Therefore, the game ball does not enter the V-shaped hole during the jackpot game related to the 5R normal, and after the jackpot game related to the "5R normal" ends, the game is controlled in a "time-saving game state." In the gaming machine 1 of this embodiment, the number of time-saving times for the "5R normal" is set to 100, and when a jackpot game is executed in response to the jackpot symbol X2 (indicating that the "5R normal" has been won) being displayed on the first special symbol display 41, if a jackpot is not determined during the game, the game is controlled in a time-saving game state until 100 second special symbol determinations (or first special symbol determinations) are performed after the jackpot game ends.

[0110] However, even if the player has acquired the right to control the game in the "probability variable game state" after the end of the jackpot game by winning the "5R probability variable," it is conceivable that a situation may occur in which the game ball is not detected by the V prize entry sensor 283 during the first round of round play due to, for example, ball jamming in the game area 3. For this reason, in the gaming machine 1 of this embodiment, even if such a situation occurs, in order to create a state in which the player can easily aim for a jackpot after the end of the jackpot game, if the game ball does not enter the V prize during the first round of round play related to the "5R probability variable," the game is controlled in the time-saving game state until 100 second special symbol determinations (or first special symbol determinations) are performed, just as after the end of the jackpot game related to the "5R normal."

[0111] In this embodiment, when the result of the first special symbol determination in the normal gaming state is a jackpot, a random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as shown in FIG. 6(B), 50 random number values ​​are stored for the "5R probability change" and 50 random number values ​​are also stored for the "5R normal".

[0112] In this embodiment, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first starting hole 21, "5R special" is selected as the type of jackpot related to the first special pattern determination at a rate of 50% (= 50 / 100 x 100), and "5R normal" is also selected at a rate of 50% (= 50 / 100 x 100) (see Figure 6(B)).

[0113] Therefore, when the result of the first special pattern determination is a jackpot, the probability that the jackpot pattern X1 indicating "5R probability change" will be stopped and displayed on the first special pattern display 41, and the probability that the jackpot pattern X2 indicating "5R normal" will be stopped and displayed on the first special pattern display 41 are both 50%.

[0114] In this way, if the result of the first special pattern determination in the normal game state is "3R special A" or "3R normal," in either case, the high base state will be reached after the jackpot game ends, and the player will play by hitting the ball to the right, aiming at gate 25 and second starting hole 22.

[0115] (Type of jackpot related to the second special symbol determination) As illustrated in Figure 6(C), there are three types of jackpots related to the second special pattern determination that is performed in response to a game ball entering the second starting hole 22: "10R special", "3R special", and "3R normal".

[0116] Here, the "10R probability change" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y1 being stopped and displayed on the second special pattern display 42, a jackpot game is executed which consists of a total of 10 long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 (and V prize opening 287) is long-opened, and nine long-open round games (second to tenth round round games) in which the first large prize opening 26 is long-opened.

[0117] The "3R probability change" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y2 being displayed stopped on the second special pattern display 42, a jackpot game is executed which consists of a total of three long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 (and V prize opening 287) is long-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened.

[0118] In this way, if a "10R probability change" or "3R probability change" is won, both the second large prize winning port 28 and the V prize winning port 287 are opened for a long time during the first round of round play. Therefore, as long as the player hits the right during the first round of round play related to these jackpots, he or she can easily acquire the right to play in the "probability change game state" after the jackpot game ends.

[0119] "3R normal" (see FIG. 6(C)) is a jackpot in which, in response to the jackpot symbol Y3 being stopped and displayed on the second special symbol display 42, a jackpot game consisting of three long-open round games is executed, including one short-open round game (first round round game) in which the second large prize opening 28 (and the V prize opening 287) is short-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened. When this "3R normal" is won, in the first round round game, no prize balls are paid out because no game balls enter the second large prize opening 28. Therefore, when "3R normal" is won, the number of long-open round games executed during the jackpot game is two, and it can be said that it is essentially a two-round jackpot.

[0120] In addition, if the "3R normal" is won, as the first round of round play, a short-open round play in which the second large prize opening 28 is short-opened is executed as described above. Therefore, the game ball will not enter the V during the jackpot game related to the 3R normal, and after the jackpot game related to the "3R normal" ends, the game will be controlled in the "time-limited game state". This is the same as when the "5R normal" is won.

[0121] In this embodiment, when the result of the second special symbol determination is a jackpot, a random number value for determining the type of jackpot is stored in the main ROM 82. Specifically, as illustrated in Fig. 6(C), 80 random number values ​​are stored for "10R probability variable", 10 random number values ​​are stored for "3R probability variable", and 10 random number values ​​are stored for "3R normal".

[0122] In this embodiment, as described above, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second starting hole 21, the type of jackpot related to the second special pattern determination is selected as "10R sure change" at a rate of 80% (= 80 / 100 x 100), "3R sure change" at a rate of 10% (= 10 / 100 x 100), and "3R normal" at a rate of 10% (= 10 / 100 x 100) (see Figure 6(C)).

[0123] Therefore, when the result of the second special pattern determination is a jackpot, the probability that the jackpot pattern Y1 indicating "10R probability change" will be stopped and displayed on the second special pattern display 42 is 80%, the probability that the jackpot pattern Y2 indicating "3R probability change" will be stopped and displayed on the second special pattern display 42 is 10%, and the probability that the jackpot pattern Y3 indicating "3R normal" will be stopped and displayed on the second special pattern display 42 is 10%.

[0124] <Processing based on reach random numbers> If the jackpot random number obtained in response to the game ball passing through the first start port 21 (or the second start port 22) matches the failure value (see Figure 6 (A)), i.e., if the main CPU 81 determines that a jackpot game will not be executed, the main CPU 81 determines whether to execute a reach effect or a no-reach effect based on whether the reach random number obtained together with the jackpot random number used in the determination matches the random number corresponding to the reach effect or the random number corresponding to the no-reach effect.

[0125] Although not shown in the figure, in this embodiment, the main ROM 82 stores 10 random number values ​​for reach effects, and the main CPU 81 determines to perform reach effects when the acquired reach random number matches any of these 10 random number values. Also, 90 random number values ​​are stored for no-reach effects, and the main CPU 81 determines to perform no-reach effects when the acquired reach random number matches any of these 90 random number values. In this embodiment, the possible range of reach random numbers is set to "0" to "99," and when it is determined that a jackpot game will not be executed, the probability that reach effects will be performed is 10% (= 10 / 100 x 100), and the probability that reach effects will not be performed (the probability that no-reach effects will be performed) is 90% (= 90 / 100 x 100).

[0126] When the main CPU 81 determines to perform a reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol accompanied by a reach-enabled effect, which is selected by the sub-control board 90. Conversely, when it determines to perform a non-reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol not accompanied by a reach-enabled effect, which is selected by the sub-control board 90.

[0127] [About the game flow] Next, the flow of the game will be described with reference to FIG. 7. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the board configuration of the gaming board 2, a gaming ball shot into the left gaming area 3L can enter the first start hole 21, while a gaming ball shot into the right gaming area 3R cannot enter the first start hole 21. Furthermore, during normal gaming, the second start hole 22 is unlikely to open, and even if it does, the opening time of the second start hole 22 is extremely short, making it extremely unlikely that a gaming ball will enter the second start hole 22. Therefore, there is no advantage for a player to hit the ball to the right during normal gaming. As is clear from these facts, the normal gaming state is a left-side advantageous state in which shooting a gaming ball into the left gaming area 3L is more likely to result in a jackpot (special symbol determination is more likely to be executed) than shooting a gaming ball into the right gaming area 3R. Therefore, players generally hit the ball to the left during normal gaming.

[0128] When a game ball hit from the left side during normal game mode enters the first starting hole 21, a first special symbol determination is executed, and after the first special symbol is variably displayed on the first special symbol display 41, a first special symbol indicating the determination result of the first special symbol determination is displayed as a stopped symbol. Here, if the determination result of the first special symbol determination is a "miss," a stop symbol is displayed as the first special symbol. On the other hand, if the determination result of the first special symbol determination is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is displayed as a stopped symbol as the jackpot symbol, and a jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above with reference to FIG. 6(B).

[0129] When the result of the first special symbol determination in the normal game state is a "jackpot," there are two cases where a jackpot symbol indicating a special jackpot (jackpot symbol X1: see Figure 6(B)) is displayed stopped (see Figure 7(A)), and there are also cases where a jackpot symbol indicating a normal jackpot (jackpot symbol X2: see Figure 6(B)) is displayed stopped (see Figure 7(D)).

[0130] Here, when the jackpot symbol X1 that indicates a probability variable jackpot is stopped and displayed, the above-mentioned jackpot game is executed based on Fig. 6 (B). When this jackpot game is executed, on the condition that the game ball enters the V during the long-open round game (during the first round round game) that long-opens the second large prize winning port 28 and the V prize winning port 287, after the jackpot game ends, the game is controlled in the probability variable game state (see Fig. 7 (B)). As mentioned above, this probability variable game state continues until 100 special symbol determinations (and variable display of special symbols) are made unless a jackpot is determined during the process. On the other hand, even if a jackpot game including the above-mentioned long open round game is executed, if the game ball does not enter the V, for example, due to ball jamming in the game area 3, after the jackpot game ends, the game will be controlled in a time-saving game state that can continue until the second special pattern determination (or the first special pattern determination) is executed 100 times (see Figure 7 (C)).

[0131] Here, in the probability variable game state, the winning probability of the normal symbol determination, which is performed on the condition that the game ball has passed through gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of second start port 22 in the event of a winning normal symbol determination is set to a relatively long time (1.5 seconds x 3 times in this embodiment). Therefore, the probability variable game state is a right-side advantageous state in which it is easier to hit a jackpot by shooting the game ball into right game area 3R than by shooting into left game area 3L (special symbol determination is more likely to be executed). Therefore, when game play is controlled in the probability variable game state, the player hits the right. This is also true when game play is controlled in the time-saving game state, which is a high-base state similar to the probability variable game state.

[0132] When a game ball hit from the right side enters the second starting hole 22 while the game is controlled in a probability variable game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a static second special symbol. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a static second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," one of the jackpot symbols Y1 to Y2 (see FIG. 6(C)) is displayed as a static jackpot, resulting in a probability variable jackpot (see FIG. 7(F)), or a jackpot symbol Y3 (see FIG. 6(C)) is displayed as a static jackpot, resulting in a normal jackpot (see FIG. 7(G)).

[0133] If the game ball enters the V during the jackpot game related to the above-mentioned variable probability jackpot, the game will be controlled again in the variable probability game state after the jackpot game ends (see Figure 7(B)), and if the game ball does not enter the V during the jackpot game, the game will be controlled in the time-saving game state after the jackpot game ends (see Figure 7(C)). On the other hand, since the game ball does not enter the V during the jackpot game related to the above-mentioned normal jackpot, the game will be controlled in the time-saving game state after the jackpot game ends (see Figure 7(E)).

[0134] When a game ball hit from the right side enters the second starting hole 22 while the game is controlled in the time-saving game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a static display. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a static display as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," one of the jackpot symbols Y1 to Y3 (see FIG. 6(C)) is displayed as a static display, resulting in a probability variable jackpot or a normal jackpot, and a jackpot game is executed in the same way as when one of the jackpot symbols Y1 to Y3 is displayed as a static display in the probability variable game state. Here, if any of the jackpot patterns Y1 to Y2 relating to the special jackpot is displayed (see Figure 7(I)), the game will be controlled in the special jackpot state after the jackpot game ends, provided that the game ball has entered the V during the jackpot game (see Figure 7(J)), and if the game ball has not entered the V during the jackpot game (see Figure 7(K)), the game will be controlled again in the time-saving game state after the jackpot game ends.

[0135] On the other hand, if the jackpot pattern Y3 associated with a normal jackpot is displayed in a time-saving game mode (see Figure 7(M)), the game ball will not enter the V during the jackpot game, and the game will be controlled again in the time-saving game mode after the jackpot game ends (see Figure 7(E)).

[0136] In addition, if no jackpot is determined even once during the time-saving game state, which continues until 100 special pattern determinations (and variable display of special patterns) have been made, the game state will be returned from the time-saving game state to the normal game state (see Figure 7(L)).

[0137] [About the changing effects] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special pattern (or second special pattern) is displayed in a changing manner and then stopped. Here, we will explain the changing effects that are performed on the display screen 70 as the first special pattern is displayed in a changing manner.

[0138] In the gaming machine 1, when a gaming ball enters the first starting hole 21 and a first special symbol determination is executed, the first special symbol is displayed in a variable manner on the first special symbol display device 41, and then a first special symbol indicating the determination result of the first special symbol determination is displayed in a static manner. The display screen 70 is provided with a performance symbol display area 73 (see FIG. 2) in which a performance symbol notifying the determination result of the first special symbol determination (or the second special symbol determination) is displayed, and in conjunction with the variable display of the first special symbol, a variable performance including a variable display of the performance symbol is performed on the display screen 70 (see FIG. 2). Then, when the first special symbol is displayed in a variable manner for a variable time according to the variable pattern selected when the first special symbol determination is executed, as this first special symbol is displayed in a static manner, a performance symbol is displayed in a static manner in which the determination result of the first special symbol determination is indicated.

[0139] During the variable display of such effect symbols, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, three horizontal rows of part of the effect symbol row, in which the numbers 1 to 9 are written vertically in succession from bottom to top, are displayed. When the variable display of the first special symbol begins, these symbol rows are displayed in a variable display (scroll display) so as to scroll from top to bottom. In contrast, when a reach effect is performed, before all the effect symbols are stopped and displayed, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously so as not to completely stop. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbol and three symbols are pseudo-stopped as the right symbol, and the symbol row in the middle column continues to scroll. A pseudo-stop is an effect in which the effect pattern oscillates in place with almost no movement, and in the following explanation, it may be called a pseudo-stop to distinguish it from a real stop (sometimes simply called a "stop display") in which the effect pattern remains completely still.

[0140] When the same effect symbols as the left and right symbols stop pseudo-stop on the valid line, a reach is established, and a reach effect is performed, making the player hope that three identical effect symbols will line up. This reach effect is an effect in which the reach symbols (left and right symbols) are pseudo-stopped, and the effect symbols (middle symbols) that make up the middle row of symbols are scrolled at a slow speed so that the player can identify them, and finally, a middle symbol that is the same as the reach symbol, or a middle symbol that is different from the reach symbol, stops on the valid line to notify the player of the result.

[0141] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. In the following explanation, in the variable effect in which the reach effect is performed, the effect that is performed before the reach is established may be referred to as the "pre-reach effect."

[0142] The types of reach effects will be described in detail later, but if the determination result of the first special symbol determination is a "miss," three effect symbols indicating a reach miss (for example, "323") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. On the other hand, if a reach effect is not performed, three effect symbols indicating a scatter symbol (for example, "629") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be executed, a miss notification effect is executed in which three effect symbols are pseudo-stopped with a reach miss symbol or a scatter symbol indicating a miss, and then actually stopped to notify a miss (a jackpot game will not be executed).

[0143] When this miss notification effect is executed, the jackpot game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.5 seconds), after which the reserved first special pattern determination is made, and the next variable display of the first special pattern corresponding to this determination begins.

[0144] On the other hand, if the determination result of the first special symbol determination is a "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeating number (for example, "333") are pseudo-stopped to notify of a jackpot, and these three effect symbols are actually stopped as the jackpot symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will be executed, a win notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then actually stopped to notify of a jackpot (that a jackpot game will be executed). When this win notification effect is executed, a jackpot game is executed.

[0145] So far, we have explained about the change effect, which includes the effect of changing and then stopping the decorative pattern as the first special pattern changes and then stops, but the same change effect is also performed when the second special pattern changes and then stops.

[0146] [Screen configuration of display screen 70] 2 illustrates an example of the screen configuration of the display screen 70 in the normal game state. When a game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, an icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area in which the left symbols constituting the left symbol row, the middle symbols constituting the middle symbol row, and the right symbols constituting the right symbol row are displayed.

[0147] <Hold icon display area 71> The reserved icon display area 71 is a display area where a reserved icon indicating that the first special symbol determination is reserved is displayed. In the gaming machine 1, if a gaming ball enters the first start hole 21 in a situation where the special symbol determination and the special symbol variable display cannot be started immediately, such as during the variable display of the special symbol or during a jackpot game, the right to determine the first special symbol is reserved up to a predetermined number (four in this embodiment).

[0148] In this way, when the right to determine the first special symbol is reserved, the reserved icon display area 71 displays the same number of reserved icons as the number of reserved first special symbol determinations indicated by the first special symbol reservation indicator 44. Figure 2 illustrates a state in which two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".

[0149] If a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach effect such as an SPSP reach described later is being performed, not only is the display area used for the reach effect limited, but the display of the reserve icon may also reduce the interest of the reach effect. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the bases of the reserve icons) and reserve icons constituting the reserve icon display area 71 are displayed during a normal reach or SP reach, but as the reach effect progresses from a normal reach or SP reach to an SPSP reach, the display objects and reserve icons constituting the reserve icon display area 71 are erased from the display screen 70, and after the SPSP reach ends, the display objects and reserve icons constituting the reserve icon display area 71 are displayed again.

[0150] Furthermore, when the game is controlled in the normal game state, basically, no game ball will enter the second starting hole 22. Therefore, in the normal game state, basically, the right to determine the second special symbol is not reserved, and the reserved icon related to the second special symbol determination is not displayed on the display screen 70, and a display area for displaying this reserved icon is not formed.

[0151] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggesting image that suggests that the first special symbol is being displayed in a varying manner. The icon is displayed in the icon display area 72 as the display of the first special symbol begins to vary, and is erased from the icon display area 72, for example, when the first special symbol is displayed stationary. However, the timing of the icon erasure is not limited to this, and the icon may be erased while the first special symbol is being displayed in a varying manner. For example, the icon may be erased when an SPSP reach, which will be described later, develops or during an SPSP reach.

[0152] Incidentally, if a game ball enters the first starting hole 21 when the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the variable display of the first special symbol begins, and the icon is displayed in the icon display area 72. On the other hand, when a reserved icon is displayed in the reserved icon display area 71 and the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends, a first special symbol determination is executed for the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed closest to the icon display area 72). Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol determination, the reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a new reserved icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see FIG. 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the reserved icon displayed in the reserved icon display area 71.

[0153] In addition, if a reserve icon other than the first reserve icon is displayed in the reserve icon display area 71, as the first reserve icon shifts to the icon display area 72, the other reserve icons in the reserve icon display area 71 will shift closer to the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserve icon displayed in the reserve icon display area 71 may be displayed in the icon display area 72, so in the following explanation, when there is no need to distinguish between the reserve icon and the icon, they may be collectively referred to simply as "icons."

[0154] (About the icon change effect) The reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, an icon change effect may be performed in which the color of the reserved icon changes when the reserved icon is displayed in the reserved icon display area 71. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color indicating the reliability of a jackpot, such as blue, green, or red. The colors indicating the reliability of a jackpot, as illustrated here, are arranged in order from lowest to highest reliability of a jackpot. Red is likely to be selected when the result of the first special pattern determination corresponding to the red reserved icon is a "jackpot" or when the result is a "miss" but the special pattern change time is set to a relatively long time. Green is likely to be selected when the result is a "jackpot" or a "miss" but the special pattern change time is set to a medium time. Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the special pattern change time is set to a relatively short time. In this embodiment, the jackpot reliability of a white reserved icon is set to approximately 1%, the jackpot reliability of a blue reserved icon is set to approximately 3%, the jackpot reliability of a green reserved icon is set to approximately 15%, and the jackpot reliability of a red reserved icon is set to approximately 45%.

[0155] Note that, here, an example has been described in which an icon change effect is performed in which the display color of a reserved icon changes only once when the reserved icon is displayed in the reserved icon display area 71, but in the gaming machine 1 of this embodiment, other icon change effects may also be performed. That is, for example, an icon change effect may be performed in which the display color of a single reserved icon changes multiple times, such as when a white reserved icon is displayed in the reserved icon display area 71, it changes to a blue reserved icon and then to a green reserved icon. Also, when a white reserved icon that has shifted from the reserved icon display area 71 to the icon display area 72 is displayed as the icon, an icon change effect may be performed in which the display color of the white reserved icon changes.

[0156] In addition, an icon change effect may be performed in which the display color of the hold icon displayed in hold icon display area 71 changes, and then the display color of the hold icon changes when it shifts to the icon display area 72 and is displayed as the icon, in other words, an icon change effect may be performed in which the hold icon is initially displayed in a display color other than white (for example, blue), or an icon change effect may be performed in which the display color of a hold icon whose initial color is other than white is changed.

[0157] In this way, the gaming machine 1 of this embodiment displays reservation information indicating that the right to determine a special symbol is reserved on the display screen 70, and is capable of changing the display mode of the reservation information. In the following description, a reservation icon or icon whose display color is a color other than white may be referred to as a "special icon" to distinguish it from a normal reservation icon or icon whose display color is white.

[0158] [Flow of the presentation accompanying the change in the first special symbol] 8 is an explanatory diagram illustrating the flow of various effects such as reach effects in the normal gaming state. When a first special symbol determination is executed in the normal gaming state, the first special symbol is displayed in a variable manner and then the first special symbol is displayed stationary in a manner that indicates the determination result of the first special symbol determination. On the other hand, on the display screen 70, as the variable display of the first special symbol begins, the variable display of the effect symbols (scrolling display of three symbol rows) begins in the effect symbol display area 73 (see FIG. 8(A)).

[0159] Here, if the result of the first special symbol determination is a "miss," for example, different effect symbols may stop pseudo-stop as the left and right symbols on the valid line, and a no-reach effect (see FIG. 8(B)) may be performed in which only the middle symbol row is scrolled in this non-reach mode. When this no-reach effect (variable effect not including a reach effect) is performed, three effect symbols showing a scatter pattern are pseudo-stopped at the end of the variable display of the first special symbol, and a miss notification effect (see FIG. 8(C)) in which these three effect symbols are actually stopped is performed as a miss symbol is stopped and displayed as the first special symbol.

[0160] On the other hand, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect (variable effect including a reach effect) will be performed despite the result being a "miss," then during the variable display of the first special symbol, a pre-reach effect (see FIG. 8(D)) is performed in which, for example, a predetermined left symbol is pseudo-stopped on the active line of the effect symbol display area 73, and then a right symbol, which is the same effect symbol as the left symbol, is moved onto the active line. Then, when the same left and right symbols pseudo-stop on the active line, a reach is established (see FIG. 8(E)). Then, when a reach is established in this way, a predetermined reach effect is performed, which makes the player hope that a center symbol, which is the same effect symbol as the reach symbol (left symbol and right symbol), will stop on the active line and the symbols will be aligned.

[0161] In this embodiment, four types of reach effects are prepared as reach effects that can be executed in conjunction with the variable display of the first special symbol: normal reach, character reach, SP reach, and SPSP reach (see FIG. 8).

[0162] The normal reach (see Figure 8(F)) is the reach effect with the lowest jackpot reliability among the four types of reach effects mentioned above (for example, jackpot reliability: approximately 2%). When a reach is established, a normal reach is performed first (see Figures 8(E) and (F)), and during the normal reach, the scrolling speed of the middle row of symbols that had been scrolling at high speed between the two reach symbols (left symbol and right symbol) gradually decreases.

[0163] Here, if the result of the first special pattern determination is "miss," and for example, a variation pattern with a variation time of 30 seconds is selected when the first special pattern variation display begins, a middle pattern different from the reach pattern is pseudo-stopped on the valid line to display a performance pattern of a reach miss (for example, "434"), and a miss notification performance (see Figure 8(G)) is performed in which these performance patterns are actually stopped.

[0164] On the other hand, if the result of the first special pattern determination is a "jackpot" and, for example, a variation pattern with a variation time of 30 seconds is selected at the start of the first special pattern variation display, a middle pattern that is the same as the reach pattern is pseudo-stopped on the valid line to display a repeat number (for example, "444") performance pattern, and a hit notification performance (see Figure 8(H)) is performed in which these performance patterns are actually stopped.

[0165] In addition, when a variation pattern in which the variation time of the first special symbol is relatively long is selected, the normal reach will not produce a winning notification effect or a losing notification effect, and will develop into another reach effect that has a higher jackpot reliability than the normal reach. The reach that develops from the normal reach is a character reach, an SP reach, or an SPSP reach.

[0166] Among the four types of reach effects mentioned above, the character reach (see Figure 8(I)) is the reach effect with the second lowest reliability of a jackpot after the normal reach (for example, jackpot reliability: approximately 4%). When this character reach develops, a predetermined action is taken in which the animated character tries to stop the middle symbol that is the same as the reach symbol, and the result is announced depending on whether or not the action is successful.

[0167] In this embodiment, as illustrated in Figure 8 (I), three types of character reaches are provided: character A reach, in which character A performs the above action; character B reach, in which character B performs the above action; and character C reach, in which character C performs the above action. Regardless of which character reach is developed into, the jackpot reliability is approximately 4%. However, the jackpot reliability of these character reaches does not necessarily have to be the same; for example, a configuration may be adopted in which the jackpot reliability differs depending on the type of character appearing in the character reach, such that the jackpot reliability increases in the order of character A reach, character B reach, and character C reach.

[0168] When a character reach develops, the probability of winning is relatively low at about 4%, so in most cases, the character reach does not develop into another reach effect, and a miss notification effect is displayed in the character reach (see Figures 8(I) and (C)). On the other hand, if the result of this first special pattern determination is a "jackpot," a win notification effect may be displayed in the character reach (see Figures 8(I) and (H)). Also, if the result of this first special pattern determination is a "jackpot" or a "miss," and a variation pattern with a relatively long variation time is selected as the variation pattern of the first special pattern, the reach effect will develop from the character reach to an SP reach (see Figure 8(J)) or an SPSP reach (see Figure 6(K)).

[0169] SP Reach (see Figure 8(J)) is a reach effect with a higher jackpot reliability than Chara Reach (for example, jackpot reliability: approximately 15%), and the outcome is announced based on the outcome of the battle between the main character and the enemy character. Regarding this SP Reach, there are cases where it develops from a normal reach via Chara Reach to SP Reach (see Figures 8(F), (I), and (J)), and cases where it develops directly from a normal reach to an SP Reach without going through a Chara Reach (Figures 8(F) and (I)).

[0170] In this embodiment, as illustrated in Figure 8 (J), three types of SP reaches are provided: a first SP reach, a second SP reach, and a third SP reach. Here, the first SP reach is an SP reach in which the main character battles enemy character A, the second SP reach is an SP reach in which the main character battles enemy character B, and the third SP reach is an SP reach in which the main character battles enemy character C. In this embodiment, the reliability of a jackpot is approximately 15% regardless of which of these three types of SP reaches develops; however, a configuration may be adopted in which the reliability of a jackpot differs depending on the type of enemy character battling the main character, such that the reliability of a jackpot increases in the order of the first SP reach, the second SP reach, and the third SP reach.

[0171] In this embodiment, if the game progresses to one of these SP Reach, the SP Reach does not progress to other Reach effects, and the result is announced at the end of the SP Reach. Specifically, if the result of the first special symbol determination made at the start of the current symbol change is a "jackpot," a victory effect is presented at the end of the SP Reach, showing the main character winning the battle with the enemy character, followed by a win announcement effect (see FIG. 8(H)). On the other hand, if the result of the first special symbol determination made at the start of the current symbol change is a "loss," a defeat effect is presented at the end of the SP Reach, showing the main character losing the battle with the enemy character, followed by a loss announcement effect (see FIG. 8(C)).

[0172] In the gaming machine 1 of this embodiment, when the determination result of the first special symbol determination is "jackpot", a variation pattern with a relatively long variation time is likely to be selected as the variation pattern of the first special symbol, and conversely, a variation pattern with a relatively short variation time is unlikely to be selected. Also, when the determination result of the first special symbol determination is "miss", a variation pattern with a relatively long variation time is unlikely to be selected as the variation pattern of the first special symbol, and conversely, a variation pattern with a relatively short variation time is likely to be selected.

[0173] As such, since the gaming machine 1 of this embodiment has the above-mentioned characteristics regarding the selection of the variation pattern of the first special pattern, it can be said that the reliability of a jackpot is higher when a normal reach progresses to an SP reach via a character reach than when a normal reach progresses directly to an SP reach without passing through a character reach.

[0174] On the other hand, the SPSP reach (see Figure 8(K)) is the reach effect with the highest probability of winning among the four types of reach effects mentioned above (for example, jackpot probability: approximately 35%), and the result is announced based on the outcome of the battle between the main character and the enemy character.

[0175] In this embodiment, as illustrated in Fig. 8(K), three types of SPSP reaches are provided: a first SPSP reach, a second SPSP reach, and a third SPSP reach. Here, the first SPSP reach is an SPSP reach in which the main character battles enemy character D, the second SPSP reach is an SPSP reach in which the main character battles enemy character E, and the third SPSP reach is an SPSP reach in which the main character battles enemy character F. In this embodiment, the jackpot reliability is approximately 35% regardless of which of these three types of SPSP reaches develops, but a configuration may be adopted in which the jackpot reliability differs depending on the type of enemy character battling the main character, such that the jackpot reliability increases in the order of the first SPSP reach, the second SPSP reach, and the third SPSP reach.

[0176] In this embodiment, if the game progresses to one of these SPSP reach, the SPSP reach will not progress to another reach effect, and the result will be announced at the end of the SPSP reach. Specifically, if the result of the first special symbol determination made at the start of the current symbol change is a "jackpot," a victory effect is presented at the end of the SPSP reach, showing the main character winning the battle with the enemy character, followed by a win announcement effect (see FIG. 8(H)). On the other hand, if the result of the first special symbol determination made at the start of the current symbol change is a "loss," a defeat effect is presented at the end of the SP reach, showing the main character losing the battle with the enemy character, followed by a loss announcement effect (see FIG. 8(C)).

[0177] There are two ways to reach this SPSP reach: from a normal reach to a character reach and then to an SPSP reach (see Figures 8(F), (I), and (K)), or from a normal reach to an SPSP reach directly without going through a character reach (see Figures 8(F) and (K)). The latter case has the characteristic of having a higher probability of winning than the former case.

[0178] Although not shown in Figure 8, the gaming machine 1 of this embodiment also provides a variable presentation pattern in which, after a reach is achieved (see Figure 8(E)), the game progresses directly to one of the character reach (see Figure 8(I)), SP reach (see Figure 8(J)), and SPSP reach (see Figure 8(K)) without going through a normal reach (see Figure 8(F)).

[0179] 8 are merely examples, and other types of reach effects and ways of development may be used. That is, for example, in this embodiment, a case will be described in which there are three types of reach effects for each of the character reach, SP reach, and SPSP reach, but the types of reach effects may be other than three, such as five types of reach effects, from the first SP reach to the fifth SP reach, being prepared. Also, in this embodiment, a case will be described in which an SP reach does not develop into an SPSP reach, but in other embodiments, a configuration in which an SP reach can develop into an SPSP reach may be used.

[0180] [About the pre-determination process] In the gaming machine 1 of this embodiment, when the right to determine the first special symbol is reserved, a pre-determination process may be performed to determine whether or not a jackpot game will be executed before the first special symbol determination is performed for that right. Specifically, the main CPU 81 acquires a jackpot random number in response to the entry of a gaming ball into the first starting hole 21, and based on the acquired jackpot random number, performs a similar jackpot determination process prior to the jackpot determination process (see step S308 in FIG. 45) in the first special symbol determination performed when the variable display of the first special symbol begins, thereby determining in advance whether a "jackpot" will be determined when the first special symbol determination is performed. In addition, based on the variable pattern random number acquired together with the jackpot random number, a process similar to the variable pattern selection process (see step S309 in FIG. 45) is performed to determine in advance which variable pattern will be selected when the first special symbol determination is performed.

[0181] In this way, when the main CPU 81 performs a preliminary determination process in response to the reservation of the right to determine the first special symbol, it transmits a reservation command including preliminary determination information indicating the preliminary determination result to the sub-control board 90. In response to this, the sub-CPU 91 determines whether or not to execute the icon change effect described above based on the preliminary determination information included in the reservation command. Then, if it is determined that the icon change effect should be executed, it determines the change pattern in which the display mode (icon color in this embodiment) of the icon (reserved icon or the icon) should be changed, and causes the image and sound control board 100 to execute the icon change effect based on the result of the determination.

[0182] The advance determination process executed by the main CPU 81 to realize such a look-ahead effect such as an icon change effect will be described in detail later with reference to FIGS.

[0183] [Examples of effects in normal game mode] Next, a specific example of the effects in the normal game state will be explained with reference to Figures 9 and 10. Figures 9 and 10 are screen diagrams illustrating the effects in the normal game state, and here we will explain the effects that are executed when a variation pattern in which a winning notification effect is performed in an SPSP reach that is directly developed from a normal reach is selected as the variation pattern of the first special symbol in the normal game state.

[0184] 9(A) illustrates a state in which, on the display screen 70, one reserved icon (e.g., a green reserved icon) is displayed in the reserved icon display area 71, and a losing symbol is displayed as the first special symbol to notify that the result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is a "miss," and a performance symbol showing a "526" scatter pattern is displayed. In this way, when a predetermined determination time (0.6 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, a first special symbol determination corresponding to the earliest reserved icon (here, the green reserved icon) displayed in the reserved icon display area 71 is executed. Then, when the result of the first special symbol determination is a "jackpot," and a variation pattern in which a variation pattern that directly develops from a normal reach to an SPSP reach is selected as the variation pattern of the first special symbol, the following performance is performed.

[0185] That is, as the first special symbol determination corresponding to the first reserved icon is executed, the first reserved icon displayed in the reserved icon display area 71 shifts to the icon display area 72, and the scrolling display of the three symbol rows begins (see FIGS. 9(A) and (B)). When a predetermined time has elapsed since the scrolling display of the three symbol rows began, for example, a line preview effect image showing a predetermined character speaking lines is displayed on the display screen 70, and the line is output from the speaker 38, and a line preview is executed. In this line preview, the reliability of a jackpot is suggested by the type of character speaking the lines, the content of the lines, the color of the lines, etc.

[0186] Following the above-mentioned line announcement, a pseudo consecutive performance may be executed. Here, the pseudo consecutive performance is a performance that makes it appear as if the performance pattern displayed in the performance pattern display area 73 is displayed multiple times during the variable display of one special pattern (here, the first special pattern). Regarding this pseudo consecutive performance, the following performance display is performed.

[0187] That is, the scrolling speed of the left row of symbols slows down and the left symbol (e.g., symbol 6) pseudo-stops, then the scrolling speed of the right row of symbols slows down and the right symbol (e.g., symbol 4) (different from the left symbol that pseudo-stopped earlier) pseudo-stops, and then the scrolling speed of the middle row of symbols slows down and symbol 7 pseudo-stops as the middle symbol (pseudo-consecutive symbol) that notifies the execution of the pseudo-consecutive performance (see Figure 9(D)).

[0188] In this way, after the pseudo-stop of different effect symbols as the left and right symbols, when the 7 symbol pseudo-stops in the middle row, the pseudo-second consecutive change effect following the pseudo-first consecutive change effect begins. Specifically, after the character "x2" indicating the start of the pseudo-second consecutive change effect is displayed large in the center area of ​​the display screen 70, the character "x2" is displayed small in the upper left area of ​​the display screen 70, and the scrolling display of the three symbol rows in the effect symbol display area 73 is resumed (see Figures 9(D) and (E)). When this pseudo-second consecutive change effect is being performed, for example, a line announcement may be executed, as in the pseudo-first consecutive change effect (see Figure 9(F)).

[0189] As described above, when the line announcement is executed during the pseudo second consecutive change performance, the second pseudo consecutive performance is executed during the change display of the first special symbol this time (see Figure 9 (G)). Specifically, as exemplified in Figure 9 (G), the scroll speed of the left-row symbol row slows down and the left symbol (for example, symbol 2) pseudo-stops, then the scroll speed of the right-row symbol row slows down and the right symbol (for example, symbol 5) pseudo-stops, and then the scroll speed of the middle-row symbol row slows down and the 7 symbol pseudo-stops as the middle symbol.

[0190] When the second pseudo consecutive effect is executed during the variable display of this first special symbol, the pseudo third consecutive variable effect following the pseudo second consecutive variable effect starts. Specifically, after the character "x3" indicating the start of the pseudo third consecutive variable effect is displayed large in the central area of ​​the display screen 70, the character "x3" is displayed small in the upper left area of ​​the display screen 70, and accordingly, the scrolling display of the three symbol rows is resumed in the effect symbol display area 73 (see Figures 9(G) and (H)).

[0191] Then, when a predetermined time has elapsed since the pseudo-third consecutive variable performance started in this way, the scrolling speed of the left row of symbols slows down and the left symbol (for example, symbol 3) pseudo-stops, and then the scrolling speed of the right row of symbols slows down (same as the left symbol) and the right symbol (here, symbol 3) pseudo-stops, and a reach is achieved (see Figure 9(I)).

[0192] Here, we have explained an example in which a "pre-reach pseudo-consecutive" sequence is executed, which resumes the scrolling display of each symbol row before a reach is achieved, but there are also cases in which a "post-reach pseudo-consecutive" sequence is executed, which resumes the scrolling display of each symbol row after a reach is achieved. There are also cases in which both pre-reach pseudo-consecutive and post-reach pseudo-consecutive sequences are executed.

[0193] As described above, when the same effect symbols as the left and right symbols pseudo-stop and a reach is established, a normal reach (see FIG. 8(E)) is first executed (see FIG. 10(A)). Specifically, as exemplified in FIG. 10(A), after a reach is established, the scrolling speed of the middle row of symbols gradually decreases, and an effect display is performed that shows the same middle symbol (here, the middle 3 symbol) as the reach symbol (here, the left 3 symbol and the right 3 symbol) approaching the effective line (a straight line extending in the left-right direction that connects the center in the up-down direction of the left 3 symbol and the center in the up-down direction of the right 3 symbol) defined by the reach symbol.

[0194] Here, in order to progress from a normal reach to an SPSP reach, the following effect display is performed. That is, when the scroll display of the middle row of symbols is being performed, the same middle symbol (here, a 3 symbol) as the reach symbol passes over the activated line, and as a result, the scroll speed of the middle row of symbols increases, making it difficult to distinguish the middle symbol, and a development effect is performed suggesting that the progress will be to an SPSP reach (see FIG. 10(B)). Specifically, as exemplified in FIG. 10(B), the left 3 symbols are reduced in size and move to the upper left area of ​​the display screen 70, and in the process, they rotate clockwise once around the scroll direction as an axis before moving to the upper left area, and at the same time, the right 3 symbols are reduced in size and move to the upper right area of ​​the display screen 70, and in the process, they rotate clockwise once around the scroll direction as an axis before moving to the upper right area. After that, until the end of the display of the first special pattern, the three left symbols are displayed as pseudo-stop symbols in the upper left area, and the three right symbols are displayed as pseudo-stop symbols in the upper right area (see Figures 10(C) to (H)).

[0195] Next, when the development effect (see FIG. 10(B)) that suggests the development to SPSP Reach is performed as described above, a blackout effect is performed (see FIG. 10(C)). Specifically, for a predetermined time (for example, 3 seconds) after the development effect is performed, as exemplified in FIG. 10(C), the various display objects (for example, characters) that were displayed on the display screen 70 are hidden, and only the reach symbols (here, 3 symbols on the left and 3 symbols on the right) and the corresponding icons are superimposed on a solid black background image.

[0196] Following this blackout effect, a preview effect may be performed to warn of the possibility of a big win, for example, a group preview (see FIG. 10(D)). Specifically, as shown in FIG. 10(D), a preview effect is displayed to show a large number of characters moving from right to left on the display screen 70.

[0197] It should be noted that this group notice is not necessarily executed if a blackout effect is performed, and there are cases where the SPSP reach begins after the group notice is executed following the blackout effect, and cases where the SPSP reach begins without the group notice following the blackout effect being executed, and the former has a higher jackpot reliability than the latter (the winning notification effect is more likely to be executed). The execution timing of this group notice is not limited to immediately after the blackout effect, and there are also cases where the group notice occurs immediately after the reach is established.

[0198] When the blackout effect and group announcement are executed, or when a predetermined time has passed since the blackout effect was executed, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70 (see FIG. 10(E)). As a result, for example, an effect display showing a scene in which the main character and the enemy character are battling is displayed. This is as described above with reference to FIG. 8(K). Thereafter, when the SPSP reach approaches the end, a first effect button operation prompting effect is displayed to prompt the player to operate the first effect button 35 (see FIG. 10(F)). Specifically, a first effect button image imitating the first effect button 35 and a valid period gauge indicating the remaining valid time during which operation of the first effect button 35 is valid are displayed.

[0199] In this first effect button operation promotion effect, when the first effect button 35 is operated during its valid period, or when the valid period ends without the first effect button 35 being operated, a pre-announcement effect is performed to warn of the possibility of a jackpot, for example, by superimposing a predetermined cut-in image on an effect image (other than a reach pattern) displayed on the display screen 70 (see FIG. 10(G)). This cut-in is an effect that suggests the degree of jackpot reliability, and there are cases where a green cut-in is superimposed on a green cut-in image, a red cut-in is superimposed on a red cut-in image, and a gold cut-in is superimposed on a gold cut-in image, and when these cut-ins are arranged in order from lowest to highest jackpot reliability, the order is green cut-in, red cut-in, gold cut-in.

[0200] When a cut-in occurs in this way and the SPSP reach reaches the end, a second effect button operation prompting effect is performed to prompt the player to operate the second effect button 36 (see Figure 10(H)). Specifically, as exemplified in Figure 10(H), during the valid period of the second effect button operation prompting effect, a second effect button image imitating the second effect button 36, text indicating the operation content of the second effect button 36 such as "Press!", and a valid period gauge indicating the remaining time of the valid period are displayed.

[0201] When the second effect button 36 is operated during the valid period of this second effect button operation promotion effect, an operation-responsive effect corresponding to the operation is performed in which three effect symbols indicating a double number are pseudo-stopped and then actually stopped to notify the player of a win (see Figure 10 (I)).

[0202] Here, we have explained an example in which the result of the first special pattern determination made when the display of the first special pattern begins to change is a "jackpot," and therefore a hit notification effect is performed as an operation-responsive effect.However, if the result of the first special pattern determination is a "miss," then a miss notification effect is performed in which the three effect patterns indicating a reach miss number are pseudo-stopped and then actually stopped, as an operation-responsive effect.

[0203] [About the effects that occur during jackpot play] Next, referring to Figure 11, we will explain the effects that are executed during a jackpot game when a probability variable jackpot is won. Here, Figure 11 is a screen diagram showing an example of an effect when a V winning is announced during a jackpot game.

[0204] As described above, when the result of the first special symbol determination in the normal gaming state is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed on the first special symbol display 41. Accordingly, three effect symbols representing a double number, such as "222," are stopped on the display screen 70. In the gaming machine 1 of this embodiment, the double numbers "777" and "333" are effect symbols that definitively indicate that the game will be controlled in a probability variable gaming state after the jackpot game ends. When a 5R probability variable is selected as the type of jackpot related to the first special symbol determination (when the jackpot symbol X1 is stopped and displayed), one of these double numbers will be stopped on the display screen 70 as the three effect symbols indicating a probability variable jackpot.

[0205] In this way, when three effect symbols showing the double number "777" that definitely notifies a probability variable jackpot come to a complete stop along with the stop display of the jackpot symbol X1, an opening effect is performed during the opening period of the jackpot game, including an effect in which the words "RUSH BONUS" are displayed on the display screen 70 to notify that a probability variable jackpot has been achieved (see FIG. 11(A)). After this opening period begins, the words "Right Hit" and a right-pointing arrow that encourage the player to hit the right are displayed in the upper right area of ​​the display screen 70 (see FIGS. 11(A) to 11(E)).

[0206] When the opening period in which the above-described opening effect is performed ends, as described above, a long-open round game in which the second large prize opening 28 and the V prize opening 287 are opened for a long time is started as the first round of round play, and along with this, a launch promotion effect (see Figures 11(B) and (C)) is executed to encourage the player to launch a game ball aimed at the V prize opening 287. Figures 11(B) and (C) show an example of a launch promotion effect in which the words "Aim for V" and three arrows pointing to the V prize opening 287 (including the words "Hit right") are displayed. At the start of such a launch promotion effect, a sound saying "Aim for V" is output from the speaker 38.

[0207] When the game ball passes through the V winning hole 287 during the first round of play in which such a launch promotion effect is performed, the launch promotion effect ends and a V winning notification effect is executed to notify that the game ball has entered the V prize (see FIG. 11(D)). FIG. 11(D) shows an example of a V winning notification effect in which a display is displayed showing two characters holding up a star-shaped emblem containing the letter "V" in joy, and when the game ball has entered the V prize, a predetermined V winning notification sound is output from the speaker 38.

[0208] In this way, when the V-winning notification effect is executed to notify that the game ball has entered the V-winning hole during the first round of round play, a predetermined interval period begins, and during the subsequent second round of round play (long-open round play of the first large prize opening 26), the star-shaped emblem is displayed in a small size in the lower left area of ​​the display screen 70 (see FIG. 11(E)). Although not shown in FIG. 11, in round play from the third round onwards, a round-in-round effect similar to that during the second round of round play is performed. Then, when the ending period of the jackpot game following the final round (fifth round) of round play begins, the words "Gekitou RUSH Enter!" are displayed in large size in the central area of ​​the display screen 70, and the voice "Gekitou RUSH Enter!" is output from the speaker 38 to notify that a presentation mode called "Gekitou RUSH" will begin, which definitely notifies that the game is in a "probable game state."

[0209] [About the composite expectation performance] Next, the composite expectation effect executed in the gaming machine 1 of this embodiment will be described with reference to Figures 12 and 13. Here, Figure 12 is an explanatory diagram for explaining the flow of the composite expectation effect. Figure 13 is an explanatory diagram for explaining the characteristics of the character standby effect and the special cut-in, and the reliability of the jackpot.

[0210] The gaming machine 1 of this embodiment can execute both or either of the first expectation effect and the second expectation effect as an effect that makes the player expect the above-mentioned winning notification effect to be executed during the variable display of the first special symbol in the normal gaming state, and the execution of the above-mentioned combined expectation effect is synonymous with the execution of both the first expectation effect and the second expectation effect within the same variation. In other words, the combined expectation effect means that the first expectation effect and the second expectation effect are combined within the same variation.

[0211] (Character standby performance) In the gaming machine 1 of this embodiment, a character standby effect can be executed as the first expectation effect (see FIGS. 12(C) to 12(G)). This character standby effect is an effect in which a character (hereinafter abbreviated as "character") appears on the display screen 70 and the character waits on the display screen 70 without being erased from the display screen 70, and the waiting character performs various actions, thereby increasing the player's sense of anticipation for the execution of the winning notification effect. Note that in this embodiment, an example will be described in which the character that appears in the character standby effect waits until the normal reach ends (see FIG. 12(H)).

[0212] The character standby effects include a character A standby effect, a character B standby effect, and a character C standby effect. The character A standby effect (see FIG. 12(C)) is an effect in which character A, who appears in the character A reach described above (see FIG. 8(I)), is displayed on the display screen 70 and kept in standby mode. Based on the character A standby effect, the player can easily recognize that there is a possibility that a character A reach will be executed. As described above with reference to FIG. 8, although the character A reach itself does not have a particularly high reliability of a jackpot, there are cases in which the reach effect develops from the character A reach to a high-reliability reach (in this embodiment, an SP reach or an SPSP reach). For this reason, by executing the character A standby effect, it is possible to make the player expect that a win notification effect will be executed.

[0213] The character B standby effect (see FIG. 12(E)) is an effect in which character B, who appears in the character B reach (see FIG. 8(I)) described above, is displayed on the display screen 70 and kept in standby mode, and the player can easily recognize that there is a possibility that a character B reach will be executed based on the character B standby effect. Note that, like the character A reach, the character B reach is not a reach effect with a particularly high reliability of a jackpot, but there are cases in which the reach effect develops from the character B reach to a high reliability reach (in this embodiment, an SP reach or SPSP reach). For this reason, by executing the character B standby effect, it is possible to make the player expect that a win notification effect will be executed.

[0214] The character C standby effect (see FIG. 12(G)) is an effect in which character C, who appears in the character C reach described above (see FIG. 8(I)), is displayed on the display screen 70 and kept in standby mode, and the player can easily recognize that there is a possibility that a character C reach will be executed based on the character C standby effect. Note that, like character A reach and character B reach, character C reach is not a reach effect with a particularly high reliability of a jackpot, but there are cases in which the reach effect develops from character C reach to a high reliability reach (in this embodiment, SP reach or SPSP reach). For this reason, by executing the character C standby effect, it is possible to make the player expect that a win notification effect will be executed.

[0215] (Special cut-in) In the gaming machine 1 of this embodiment, a special cut-in can be executed as the second expectation effect (see FIG. 12(L)). In this embodiment, this special cut-in is configured as an effect in which a cut-in image representing the main character appearing in the above-mentioned SPSP reach is superimposed on the effect image (for example, a background image or a hold icon) currently being displayed on the display screen 70, and a voice of this main character saying "It's super hot!" is output from the speaker 38. In this way, since the cut-in image used for the special cut-in represents the main character appearing in the SPSP reach, executing the special cut-in can suggest that an SPSP reach will be executed, and it is possible to effectively increase the player's anticipation for the execution of the winning notification effect.

[0216] The special cut-in is an effect with a relatively high probability of a big win, and in this embodiment, the probability of a big win is set to about 55% (see FIG. 13(B)).

[0217] From here on, we will explain a series of effects related to the composite expectation effects consisting of the character standby effect and the special cut-in. Note that the character standby effect and the special cut-in described below are realized by the sub-CPU 91 executing the special cut-in effect pattern setting process (see FIG. 59) and the character standby effect pattern setting process (see FIG. 60) illustrated in FIG. 58 based on the variation start command related to the first special symbol determination transmitted from the main control board 80, and instructing the image and sound control board 100 (and the lamp control board 120) to execute effects based on the effect pattern information based on these setting processes.

[0218] First, as the variable display of the first special symbol starts in the normal game state, a variable display including the variable display of the display symbol starts on the display screen 70 (see FIG. 12(A)). The start of this variable display is as described above based on FIG. 8(A). When the variable display starts, the following effects may be performed until the normal reach (see FIG. 8(F)) ends.

[0219] First, a first operation prompting effect (first operation prompting effect) is performed to prompt the player to operate the first effect button 35 (see FIG. 12(B)). Although not shown in the figure, this first operation prompting effect displays on the display screen 70 a first effect button image that resembles the first effect button 35 and a validity period gauge that indicates the remaining time of the validity period during which operation of the first effect button 35 is valid. If the player operates the first effect button 35 during the validity period related to this first operation prompting effect, a character A standby effect may be executed (see FIGS. 12(B) and (C)).

[0220] It should be noted that the character A standby effect is not necessarily executed if the first effect button 35 is operated during the valid period for the first operation prompt effect, and the character A standby effect may not be executed even if the first effect button 35 is operated. In other words, if it is predetermined at the start of the current pattern change that the character A standby effect will be executed, the character A standby effect will be executed in response to the operation of the first effect button 35 during the valid period for the first operation prompt effect, and conversely, if it is predetermined at the start of the current pattern change that the character A standby effect will not be executed, even if the first effect button 35 is operated during the valid period for the first operation prompt effect.

[0221] In addition, if it is predetermined at the start of the current pattern change that the character A standby effect will be executed, and the first effect button 35 is not operated during the valid period of the first operation promotion effect, the character A standby effect will be automatically executed at the time when this valid period ends.

[0222] When a predetermined time has elapsed since the first operation prompting effect was performed, a second operation prompting effect (second operation prompting effect) is performed to prompt the player to operate the first effect button 35 (see FIG. 12(D)). This second operation prompting effect is performed in the same manner as the first operation prompting effect. If the player operates the first effect button 35 during the validity period of this second operation prompting effect, a character B standby effect may be executed (see FIGS. 12(D) and (E)).

[0223] It should be noted that the character B standby effect is not necessarily executed if the first effect button 35 is operated during the valid period of the second operation prompt effect, and the character B standby effect may not be executed even if the first effect button 35 is operated. In other words, if it is predetermined at the start of the current pattern change that the character B standby effect will be executed, the character B standby effect will be executed in response to the operation of the first effect button 35 during the valid period of the second operation prompt effect, and conversely, if it is predetermined at the start of the current pattern change that the character B standby effect will not be executed, even if the first effect button 35 is operated during the valid period of the second operation prompt effect.

[0224] In addition, if it is predetermined at the start of the current pattern change that the character B standby effect will be executed, and the first effect button 35 is not operated during the valid period of the second operation promotion effect, the character B standby effect will be automatically executed at the time when this valid period ends.

[0225] When a predetermined time has elapsed since the second operation prompting effect was performed, a third operation prompting effect (third operation prompting effect) is performed to prompt the player to operate the first effect button 35 (see FIG. 12(F)). This third operation prompting effect is performed in the same manner as the first operation prompting effect and the second operation prompting effect. If the player operates the first effect button 35 during the validity period of this third operation prompting effect, a character C standby effect may be executed (see FIGS. 12(F) and (G)).

[0226] It should be noted that the character C standby effect is not necessarily executed if the first effect button 35 is operated during the valid period related to the third operation prompt effect, and the character C standby effect may not be executed even if the first effect button 35 is operated. In other words, if it is predetermined at the start of the current pattern change that the character C standby effect will be executed, the character C standby effect will be executed in response to the operation of the first effect button 35 during the valid period related to the third operation prompt effect, and conversely, if it is predetermined at the start of the current pattern change that the character C standby effect will not be executed, even if the first effect button 35 is operated during the valid period related to the second operation prompt effect.

[0227] In addition, if it is predetermined at the start of the current pattern change that the character C standby effect will be executed, and the first effect button 35 is not operated during the valid period of the third operation prompt effect, the character C standby effect will be automatically executed at the time when this valid period ends.

[0228] In this way, when a predetermined time has elapsed since the third operation prompting effect is performed as the third operation prompting effect, the normal reach ends (see Figure 12 (H)). As is clear from the explanation so far, the character standby effect in this embodiment is performed using the period in which the pre-reach effect (see Figure 8 (D)) is performed and the period in which the normal reach (see Figure 8 (F)) is performed. Furthermore, the character A standby effect, the character B standby effect, and the character C standby effect may or may not be performed. For this reason, within the same variation, there are cases in which no character standby effect is performed, cases in which only one character standby effect is performed, cases in which two character standby effects are performed, and cases in which all three character standby effects are performed.

[0229] The following are examples of cases where only one character standby effect is executed within the same change: when the character A standby effect is executed and then the character B standby effect and the character C standby effect are not executed, when the character B standby effect is executed without the character A standby effect being executed and then the character C standby effect is not executed, and when the character C standby effect is executed without the character A standby effect and the character B standby effect being executed.

[0230] The following are examples of cases where two character standby effects are executed within the same change: when the character A standby effect and the character B standby effect are executed, and then the character C standby effect is not executed; when the character B standby effect and the character C standby effect are executed without the character A standby effect being executed; and when the character A standby effect is executed, and then the character C standby effect is executed without the character B standby effect being executed.

[0231] In addition, an example of a case where all three character standby effects are executed within the same change is when the character A standby effect is executed, followed by the character B standby effect, and then the character C standby effect is executed.

[0232] In this way, the number of times that the character standby effects are performed within the same variation is variable, and when two character standby effects are performed, there are multiple combinations.

[0233] In addition, when multiple (in this embodiment, two or three) character standby effects are executed within the same change, the content of the character standby effect will change. For example, when a character A standby effect and a character standby effect B are executed, the state where character A is standby (one character standby state) due to the character A standby effect is changed to a state where two characters, character A and character B, are standby (two characters standby state) due to the character B standby effect being executed.

[0234] Also, for example, if character standby performance B and character C standby performances are executed without character A standby performance being executed, the state in which character B is waiting due to the character B standby performance (a state in which one character is waiting) will change to a state in which two characters, character B and character C, are waiting (a state in which two characters are waiting) due to the character C standby performance being executed.

[0235] Also, for example, if the character A waiting effect, character B waiting effect, and character C waiting effect are all executed within the same change, the state will change from character A waiting due to the character A waiting effect (one character waiting state) to two characters, character A and character B waiting (two characters waiting state) due to the character B waiting effect being executed, and then the state will change to three characters, character A, character B, and character C waiting (three characters waiting state) due to the character C waiting effect being executed.

[0236] Note that if only one of the character A standby effect, character B standby effect, and character C standby effect is executed, the content of the character standby effect will not change. Examples of cases in which the content of the character standby effect will not change include when the character A standby effect is executed and then the character B standby effect and the character C standby effect are not executed, when the character B standby effect is executed (without the character A standby effect being executed) and then the character C standby effect is not executed, and when the character C standby effect is executed (without the character A standby effect and the character B standby effect being executed).

[0237] In this way, the character standby effect has a variable content, but its reliability of winning changes depending on the number of standby characters waiting at the end of the normal reach (see Figure 13(B)). Figure 13(B) shows an example of the reliability of winning a character standby effect depending on the number of standby characters finally waiting at the end of the normal reach, with the reliability of winning a character standby effect when the final number of standby characters is one being about 5%, the reliability of winning a character standby effect when the final number of standby characters is two being about 17%, and the reliability of winning a character standby effect when the final number of standby characters is three being about 31%.

[0238] In this embodiment, the probability of a jackpot for the character waiting effect and special cut-in is set to the value exemplified in Figure 13 (B), so by increasing the number of waiting characters in the character waiting effect or by generating a special cut-in, it is possible to effectively increase the player's anticipation for the winning notification effect to be executed.

[0239] In addition, the character waiting effect has the following characteristic: the flow of the effect after the character waiting effect ends, i.e., after the normal reach ends, changes depending on whether the effect content changes or not, and, if the effect content changes, the effect content after the change.

[0240] If only one of the character A waiting effects, character B waiting effects, and character C waiting effects is executed, and the content of the character waiting effect does not change, i.e., if the normal reach ends with only one waiting character, the reliability of the character waiting effect winning will be approximately 5% (see Figure 13(B)), and it has the characteristic of progressing from a normal reach to a character reach (see Figures 12(H) and (I)). For example, if only the character A waiting effect is executed within the same variation, it will progress from a normal reach to a character A reach. Also, if only the character B waiting effect is executed within the same variation, it will progress from a normal reach to a character B reach. Also, if only the character C waiting effect is executed within the same variation, it will progress from a normal reach to a character C reach.

[0241] Furthermore, the fact that only one character waiting effect is executed, i.e., that there is only one waiting character at the time the character waiting effect ends (in this embodiment, at the time the normal reach ends), does not negate the possibility of development into a high-reliability reach; for example, only the character A waiting effect may be executed, developing from a normal reach to a character A reach, and then developing into an SP reach or SPSP reach.

[0242] On the other hand, if two of the character waiting effects, the character A waiting effect, the character B waiting effect, and the character C waiting effect, are executed within the same variation, and the normal reach ends with two characters waiting, the jackpot reliability of the character waiting effect is approximately 17% (see Figure 13(B)), and the normal reach progresses directly to the SP reach without passing through the character reach (see Figures 12(H) and (K)). The SP reach is a reach effect with a higher jackpot reliability than the character reach. Also, even if it progresses to the character reach, it often progresses to the miss notification effect without progressing to the high-reliability reach. For this reason, the player can actively operate the first effect button 35 in the hope that the number of waiting characters in the character waiting effect will increase to two (the state will become two characters waiting).

[0243] Furthermore, if the character A standby effect, character B standby effect, and character C standby effect are all executed within the same variation, and the normal reach ends with three characters in standby, the probability of a jackpot for the character standby effect is approximately 31% (see FIG. 13(B)). In this case, a special cut-in occurs immediately after the normal reach ends (see FIGS. 12(H) and 12(L)). As described above, this special cut-in is an effect in which a cut-in image representing the main character appearing in the SPSP reach is superimposed and a voice message from this main character saying "It's super hot!" is output from speaker 38. When a special cut-in occurs, the normal reach progresses directly to the SPSP reach without passing through the character reach (see FIGS. 12(H), 12(L), and 12(M)). Therefore, the player can actively operate the first effect button 35 in the hope that the number of standby characters in the character standby effect will increase to three (the state in which three characters are in standby).

[0244] Figure 13(A) illustrates the characteristics of the character standby effect, and as described above based on Figures 12(H) and (I), if the character standby effect ends with one character on standby, that is, if the final number of standby characters is one, it will develop into a character reach or higher. In this case, after the normal reach develops into a character reach, there is a possibility that a special cut-in will occur, but the probability of this occurring is low (for example, 3%).

[0245] 12(H) and (K), if the character waiting effect ends with two characters waiting, that is, if the number of final waiting characters is two, the normal reach will progress directly to the SP reach without passing through the character reach, and the resulting reach effect will be an SP reach or higher. In this case, after the normal reach progresses to the SP reach, there is a possibility that a special cut-in will occur, and the probability of this occurring is higher than when the number of final waiting characters is one, but is still medium (for example, 10%).

[0246] On the other hand, as described above based on Figures 12(H), (L), and (M), if the character standby effect ends with three characters in standby, that is, if the number of final standby characters is three, the normal reach progresses directly to the SPSP reach without passing through the character reach. In this case, a special cut-in occurs before the progress to the SPSP reach, and in this embodiment, the probability of a special cut-in occurring when the number of final standby characters is three is 100%.

[0247] As is clear from the explanation so far, the character waiting performance has the characteristic that the probability of a special cut-in occurring (the probability of a special cut-in being executed) increases as the number of final waiting characters increases, in other words, the more the content of the character waiting performance changes.

[0248] For example, if the probability that a special cut-in will start when the content of the character waiting effect has not changed from waiting for one character to waiting for two characters is defined as the first probability, and the probability that a special cut-in will start after the content of the character waiting effect has changed from waiting for one character to waiting for two characters (or waiting for three characters) is defined as the second probability, the second probability will be higher than the first probability (see Figure 13(A)).

[0249] Furthermore, for example, if the probability that a special cut-in will start when the content of the character waiting effect has not changed from waiting for two characters to waiting for three characters (it remains in the waiting state of two characters) is defined as the first probability, and the probability that a special cut-in will start after the content of the character waiting effect has changed from waiting for two characters to waiting for three characters is defined as the second probability, the second probability is higher than the first probability (see Figure 13(A)).

[0250] In this way, in the gaming machine 1 of this embodiment, the probability of a special cut-in occurring is higher when the content of the character standby effect changes compared to when the content of the character standby effect does not change, and the probability of occurrence increases even further when the content of the character standby effect changes further.

[0251] Therefore, it is possible to provide the player with strong motivation to operate the first effect button 35 for the first operation prompt effect (see Figure 12(B)), the second operation prompt effect (see Figure 12(D)), and the third operation prompt effect (see Figure 12(F)), and by changing the content of the character standby effect, it is possible to effectively increase the player's anticipation for the special cut-in to occur.

[0252] (Variations regarding composite expectation effects) 12 and 13, other embodiments may employ the following configuration: In this embodiment, an example is described in which a character standby effect is executed in response to the operation of the first effect button 35 in response to an operation prompt effect, but in other embodiments, the character standby effect may be executed regardless of the operation by the player.

[0253] In other embodiments, a configuration opposite to this embodiment may be adopted, in which the probability of a special cut-in occurring is higher when the content of the character standby effect does not change than when the content of the character standby effect does change. Also, a configuration opposite to this embodiment may be adopted, in which the probability of a special cut-in occurring is higher when the number of changes in the content of the character standby effect is small than when the number of changes in the content of the character standby effect is large. By adopting either or both of these configurations, it is possible to realize a highly entertaining effect that makes the player look forward to the content of the character standby effect not changing.

[0254] In addition, in this embodiment, the first expected effect is a character standby effect, but the first expected effect is not limited to a character standby effect, and may be, for example, another effect such as a staged effect in which a predetermined effect image (staged effect image) changes in stages. In addition, in this embodiment, the second expected effect is a special cut-in, but the second expected effect is not limited to a special cut-in, and may be, for example, another effect such as a group preview.

[0255] [About related productions] Next, the related effects executed in the gaming machine 1 of this embodiment will be described with reference to Figs. 14 to 16. Here, Fig. 14 is a screen diagram for explaining the related effects. Fig. 15 is an explanatory diagram showing specific examples of the related effects. Fig. 16 is a flowchart for explaining the execution periods of various related effects.

[0256] 14(A) illustrates an example in which, in a normal game mode, while the left 5 symbols are displayed in a pseudo-stop state and the right and middle symbol rows are scrolled, during the variable display of the first special symbol corresponding to the icon displayed in the icon display area 72. In the gaming machine 1 of this embodiment, during the variable display of the first special symbol and the effect symbols in such a normal game mode, a related effect window 75 may be displayed in the upper right corner of the display screen 70 (see 14(A)). This related effect window 75 is a display frame used for related effects related to various effects executed in the gaming machine 1, and related effects are executed in the area inside the related effect window 75.

[0257] As shown in FIG. 14(B), the related effect window 75 is divided into a past window 76, a present window 77, and a future window 78. The past window 76 is a display frame for executing past-related effects related to effects that have already been executed within the same variation (past effects executed at a certain time in the past) while the first special symbol and effect symbol are being displayed in a variable manner, and at the time when the related effect window 75 is displayed, the words "past effect" are displayed in the upper left corner of the past window 76, regardless of whether a past-related effect is being executed (see FIG. 14(B)). Therefore, the player can easily recognize that a past-related effect will be executed in the past window 76 by seeing the words "past effect."

[0258] The current window 77 (see FIG. 14(B)) is a display frame for executing currently related effects related to the effects currently being executed (current effects being executed at the current timing) while the first special symbol and effect symbols are being displayed in a variable manner and at the time when the related effect window 75 is displayed, and the words "Current Effect" are displayed in the upper left corner of the current window 77, regardless of whether or not a related effect is currently being executed. Therefore, the player can easily recognize that a currently related effect is being executed in the current window 77 by seeing the words "Current Effect."

[0259] The future window 78 (see FIG. 14(B)) is a display frame for executing future-related effects related to effects (future effects) that may be executed at a later timing while the first special symbol and effect symbol are being displayed in a variable manner and while the related effect window 75 is being displayed at the same time, and the words "future effect" are displayed in the upper left corner of the future window 78, regardless of whether a future-related effect is being executed or not. Therefore, the player can easily recognize that a future-related effect will be executed in the future window 78 by seeing the words "future effect."

[0260] In addition, in the gaming machine 1 of this embodiment, the past-related effects, present-related effects, and future-related effects are not executed automatically, but rather, a configuration is adopted in which any one of the past-related effects, present-related effects, and future-related effects can be generated by performing a predetermined operation using the operating lever 98 (see Figure 5) while the related effect window 75 is displayed.

[0261] A different lever operation is assigned to each of the past-related effects, present-related effects, and future-related effects, and the player can generate the desired related effect by operating the operating lever 78 (lever operation) assigned to the related effect he or she wants to generate.

[0262] As illustrated in FIG. 14(B), a downward arrow indicating that the control lever 98 is tilted backward (forward) and a lever button image simulating the lever button of the control lever 98 are displayed directly below the past window 76. Note that while the related effect window 75 is displayed, these downward arrow and lever button image are constantly displayed. Then, during the period in which a past-related effect is executable, the past window 76 is highlighted with these downward arrow and lever button image still displayed. Therefore, based on the downward arrow and lever button image directly below the past window 76, the player can easily recognize that if the lever button is operated (pressed) while the control lever 98 is tilted backward (forward), a past-related effect will occur. Furthermore, by seeing that the past window 76 is highlighted, the player can easily recognize that the control lever 98 is in an effective period for the past-related effect and that the past-related effect is executable.

[0263] 14(B), no arrow indicating tilting the control lever 98 is displayed directly below the current window 77; only a lever button image is displayed. This lever button image is always displayed while the related effect window 75 is displayed. During the period in which the currently related effect is executable, the current window 77 is highlighted with the lever button image directly below the current window 77 still displayed. Therefore, based on the lever button image directly below the current window 77, the player can easily recognize that the currently related effect will occur if the player operates (presses) the lever button without tilting the control lever 98 in any direction (leaving it in its initial position). Furthermore, by seeing the current window 77 highlighted, the player can easily recognize that the currently related effect is in the valid period of the control lever 98 for the currently related effect and is therefore in the period in which the currently related effect is executable.

[0264] 14(B), an upward arrow, which indicates that the operation lever 98 is tilted forward (forward), and a lever button image are displayed directly below the future window 78. While the related effect window 75 is displayed, these upward arrows and lever button images are constantly displayed. During a period in which a future-related effect is executable, the future window 78 is highlighted with these upward arrows and lever button images still displayed. Therefore, based on the upward arrow and lever button image directly below the future window 78, the player can easily recognize that a future-related effect will occur if the lever button is operated (pressed) while the operation lever 98 is tilted forward (forward). Furthermore, by seeing the future window 78 highlighted, the player can easily recognize that the operation lever 98 is currently in an effective period for the future-related effect and that a future-related effect is executable.

[0265] FIG. 15(A) illustrates an example in which a past-related effect is executed after a group announcement (see FIG. 10(D)) is executed as a past effect. Specifically, because the jackpot reliability of the group announcement is 50% or higher, the player tilts the operation lever 98 backward (forward) and presses the lever button, causing a past-related effect to appear in the past window 76, displaying the message "The reliability of the previous group announcement is over 50%!" In this way, the player can obtain information about the past effect by performing a predetermined operation on the operation lever 98 corresponding to the past effect.

[0266] 15(A), the reliability of the jackpot of the group notice is specifically notified, so that the reliability of the jackpot of the group notice can be known. Also, since the text "The previous group notice was" is displayed in the past window 76, even if the player misses the group notice, the player can later recognize that the group notice occurred, and the player can enjoy the game while hoping that the winning notification effect will be executed based on the past-related effect.

[0267] FIG. 15(B) illustrates an example of a currently-related effect being executed during the execution of a character display effect displaying a predetermined character as a current effect. The character display effect here is configured as an effect in which a predetermined character displayed on the display screen 70 throws an item at a reserved icon displayed in the reserved icon display area 71 (see FIG. 14(A)), and an icon change effect occurs when the item collides with the reserved icon. Therefore, when the player presses the lever button without tilting the control lever 98 in any direction, a currently-related effect appears in the current window 77, displaying the message "This character will change the reserved icon!" In this way, the player can obtain information about the current effect by performing a predetermined operation of the control lever 98 corresponding to the current effect.

[0268] When the character display effect is performed, it may be difficult to know what kind of effect will be performed by a specific character when it is displayed. In contrast, with the currently-related effect, the player is notified of what kind of effect will be performed by the specific character before the icon change effect is performed. Therefore, the player can enjoy the current effect while understanding what kind of effect is being performed based on the currently-related effect.

[0269] FIG. 15(C) illustrates an example of a future-related effect being executed in the future window 78 when an SPSP reach is executed as the future effect. The player can select a future-related effect by tilting the operation lever 98 forward (forward) and pressing the lever button, and as a future-related effect, an effect is executed in which the text "If a reach is established here, it will develop into an SPSP reach!" is displayed. Therefore, based on the future-related effect, the player can easily recognize that an SPSP reach may be executed later. In this way, the player can obtain information about the future effect by performing a predetermined operation of the operation lever 98 corresponding to the future effect.

[0270] Even if the current pattern change eventually develops into an SPSP Reach, it is not clear whether it will actually develop into an SPSP Reach at the stage before it develops into an SPSP Reach. In contrast, according to the above-mentioned future-related effects, as long as a Reach is established, it is announced that it will develop into an SPSP Reach later. Therefore, based on the future-related effects, the player can easily recognize what kind of effects will develop into an SPSP Reach.

[0271] Up to this point, the past effect and the past-related effect corresponding to this past effect have been described based on Figure 15(A), but the past effect and the past-related effect are not limited to the effect exemplified here and may be other effects. Also, the present effect and the present-related effect corresponding to this present effect have been described based on Figure 15(B), but the present effect and the present-related effect are not limited to the effect exemplified here and may be other effects. Also, the future effect and the future-related effect corresponding to this future effect have been described based on Figure 15(C), but the future effect and the future-related effect are not limited to the effect exemplified here and may be other effects.

[0272] 16(A) is a flowchart for explaining the executable period of the past-related effect. As illustrated in FIG. 16(A), when three effects, effect A, effect B, and effect C, are executed during the variable display of the special symbol and effect symbol, the executable period of the past-related effect A, which is related to effect A as the past effect, is the period from the end of effect A to the end of effect B. During this period, the player can cause the past-related effect A to occur by tilting the operation lever 98 backward (forward) and pressing the lever button.

[0273] 16(A), after effect B ends, effect B becomes the new past effect, replacing effect A. Therefore, the executable period for past-related effect B, which is related to effect B as the past effect, is the period from the end of effect B to the end of effect C. During this period, the player can cause past-related effect B to occur by tilting the operation lever 98 backward (forward) and pressing the lever button.

[0274] Then, after effect C ends, effect C becomes the new past effect, replacing effect B. Therefore, the executable period of past-related effect C, which is related to effect C as a past effect, is the period after effect C ends. Note that past-related effects are often effects that explain past effects, and are not effects that directly notify the reliability of a jackpot. For this reason, if the past-related effect (here, past-related effect C) were configured to be executable even at the end of a reach effect, not only would it reduce the interest of the reach effect, but it could also be considered to interfere with the reach effect. For this reason, in this embodiment, the end of the last executable period of the past-related effect during one symbol change (in the example shown in FIG. 16(A), the executable period of past-related effect C) is set to a predetermined time (for example, 15 seconds) before the end of the symbol change currently being executed (see FIG. 16(A)).

[0275] 16(B) is a flowchart for explaining the executable period of the currently related effect. The currently related effect is an effect that can be executed in parallel with the currently executed effect (current effect) in relation to the currently executed effect. Therefore, as illustrated in FIG. 16(B), when three effects, effect A, effect B, and effect C, are executed during the variable display of the special pattern and effect pattern, the executable period of the currently related effect A related to effect A as the current effect is the period from when effect A starts to when it ends, the executable period of the currently related effect B related to effect B as the current effect is the period from when effect B starts to when it ends, and the executable period of the currently related effect C related to effect C as the current effect is the period from when effect C starts to when it ends.

[0276] Therefore, in the example of Figure 16(B), if the lever button is pressed without tilting the operating lever 98 in either direction while performance A is being performed, currently related performance A will occur; if the lever button is pressed without tilting the operating lever 98 in either direction while performance B is being performed, currently related performance B will occur; and if the lever button is pressed without tilting the operating lever 98 in either direction while performance C is being performed, currently related performance C will occur.

[0277] Figure 16(C) is a flowchart for explaining the executable period of future-related effects. As exemplified in Figure 16(C), when three effects, effect A, effect B, and effect C, are executed during the variable display of special symbols and effect symbols, effect A is executed immediately after the start of the pattern variation, so there is not enough time to perform future-related effect A as a future effect. For this reason, in such a case, the executable period of future-related effect A is not set. In other words, future-related effect A is not executed.

[0278] As illustrated in FIG. 16(C), the next effect to be executed after effect A is effect B. Therefore, the period from when effect A ends until effect B starts is set as the executable period for future-related effect B, which is related to effect B, and during this period, future-related effect B can be generated by pressing the lever button with the operation lever 98 tilted forward (forward). Furthermore, after effect B starts, effect B is no longer an unexecuted effect, so effect B is excluded from the scope of future effects, and instead effect C becomes the subject of future effects. Therefore, the period from when effect B starts until effect C starts is set as the executable period for future-related effect C, which is related to effect C, and during this period, future-related effect C can be generated by pressing the lever button with the operation lever 98 tilted forward (forward) (see FIG. 16(C)).

[0279] So far, we have explained past-related effects related to past effects, present-related effects related to present effects, and future-related effects related to future effects, with reference to Figures 14 to 16. However, the processing executed by the sub-CPU 91 to realize these three types of related effects (past-related effects, present-related effects, and future-related effects) will be described in detail later with reference to Figures 67 and 68.

[0280] [About the subjugation reach] Next, the subjugation reach effect (hereinafter abbreviated as "subjugation reach") executed in the gaming machine 1 of this embodiment will be described with reference to Figures 17 and 18. Here, Figure 17 is an explanatory diagram for explaining the flow of a series of effects of the subjugation reach. Figure 18 is an explanatory diagram for explaining the lottery performed in response to operations during the subjugation reach.

[0281] In this embodiment, the subjugation reach is a special reach effect that is executed when the result of the second special pattern determination performed during the special probability game state is a "10R special probability" in which the jackpot pattern Y1 is displayed stopped, a "3R special probability" in which the jackpot pattern Y2 is displayed stopped, or a miss, and a variation pattern dedicated to the subjugation reach is selected as the variation pattern of the second special pattern.

[0282] As illustrated in Figure 17, the subjugation reach is composed of two types of button rapid-fire effects called the "subjugation rapid-fire effect" and the "chasing rapid-fire effect," in which repeated button presses aim for a jackpot. As a result of the subjugation rapid-fire effect, a "10R continuous hit" or a "miss" may be announced, and as a result of the follow-up rapid-fire effect that has developed from the subjugation button rapid-fire effect, a "10R continuous hit," a "3R continuous hit," or a "miss" may be announced.

[0283] During the variable display of the second special symbol that triggers this subjugation reach, the following effects are performed. First, the variable display of the second special symbol begins, and along with this, the variable display of the effect symbol (scrolling display of three symbol rows) begins (see FIG. 17(A)). Next, when a predetermined time (for example, 3 seconds) has elapsed since the start of this symbol variation, an enemy army encounter effect is performed in which an effect image showing the player's army encountering and confronting the enemy army is displayed on the display screen 70 (see FIG. 17(B)).

[0284] When a predetermined time has elapsed since the start of this enemy army encounter effect, a defeat button rapid press promotion effect (an example of a first operation promotion effect) is executed (see FIG. 17(C)). This defeat button rapid press promotion effect is configured as an effect in which the player aims to defeat the enemy army by rapid press of the first effect button 35, and is an effect that encourages the player to rapid press the first effect button 35 during the valid period (first period) of the defeat button rapid press promotion effect. Although not shown in the figure, during the valid period of the defeat button rapid press promotion effect, text explaining the effect content, "Defeat the enemy army by rapid press of the button!", an animation showing the first effect button image imitating the first effect button 35 moving up and down, the text "Repeat Press!" displayed above the first effect button image, and a remaining time gauge showing the remaining time of the valid period are displayed.

[0285] If the player repeatedly presses the first effect button 35 during the valid period of such a subjugation button rapid press promotion effect, a subjugation image change effect will be executed (see FIG. 17(D)). This subjugation image change effect is an effect that displays an animation showing how the player's army repeatedly attacks and defends against the enemy army, gradually reducing the number of enemy soldiers, in response to the repeated pressing of the first effect button 35.

[0286] After this defeat image change effect is executed, in response to the first effect button 35 being pressed repeatedly during the valid period for the defeat button rapid press promotion effect, a defeat success effect (an example of the first success effect: see FIG. 17(E)) or a defeat failure effect (an example of the first failure effect: see FIG. 17(G)) is executed. The defeat success effect is an effect that shows the player's army successfully defeating the enemy army, and can only be executed if the result of the second special pattern determination made at the start of the second special pattern (and effect pattern) change is "10R probability change." Therefore, when the defeat success effect is executed, a 10R probability change jackpot announcement effect is executed in which three effect patterns showing the double number "777" that notifies the player that they have won the "10R probability change" are displayed pseudo-stop and then stopped (see FIG. 17(F)).

[0287] The valid period for the defeat button rapid-hit promotion effect is the valid period for operating the first effect button 35, and also the valid period for operating the second effect button 36. In other words, during the valid period for the defeat button rapid-hit promotion effect, no operation promotion effect for encouraging the operation of the second effect button 36 is performed, but operating the second effect button 36 may result in the execution of a defeat success effect and a 10R probability variable jackpot notification effect, just as with the case of repeatedly pressing the first effect button 35. In FIG. 17, the words "repeated button press or lever operation" and "10R probability variable route" indicate that, in the case of winning the "10R probability variable," the defeat success effect and the 10R probability variable jackpot notification effect may be executed in response to the repeated pressing of the first effect button 35 or the operation of the second effect button 36.

[0288] Also, if the result of the second special pattern determination made at the start of the change in the second special pattern (and performance pattern) is "10R continuous hit," the successful defeat performance and the 10R continuous hit jackpot notification performance will not necessarily be executed, and even if it is "10R continuous hit," the performances after the failed defeat performance described below may be executed.

[0289] In some cases where the result of the second special symbol determination made at the start of the second special symbol (and performance symbol) variation is "3R probability change," "miss," or "10R probability change," the defeat image change effect is followed by a defeat failure effect and an enemy army escape effect (see Figures 17(G) and (H)). Here, the defeat failure effect is an effect that shows the player's army becoming disappointed after failing to defeat the enemy army, and the enemy army escape effect is an effect that shows the remaining enemy army fleeing. The words "10R probability change or 3R probability change or miss route" in Figure 17 indicate the flow of this effect.

[0290] After such a defeat failure effect and an enemy army escape effect have been executed, in some cases where the result of the second special pattern determination made at the start of the change in the second special pattern (and the effect pattern) is a "miss", a miss notification effect may be executed in which three effect patterns indicating a reach miss are pseudo-stopped and then actually stopped (see Figures 17(H) and (I)).

[0291] On the other hand, when the result of the second special symbol determination made at the start of the variation of the second special symbol (and the effect symbol) is "3R probability change", some of the cases where it is "10R probability change", and some of the cases where it is "miss", the following effect is executed. That is, after the enemy army escape effect, an enemy army discovery effect is executed, showing how the player's army pursues the enemy army and discovers the fleeing enemy army (see Figure 17(J)).

[0292] Then, following this enemy army detection effect, a pursuit button rapid press promotion effect (an example of a second operation promotion effect) is executed (see FIG. 17(K)). This pursuit button rapid press promotion effect is configured as an effect in which the player aims to pursue the enemy army by rapid press of the first effect button 35, and is an effect that encourages the player to rapid press the first effect button 35 during the valid period (second period) of the pursuit button rapid press promotion effect. Although not shown in the figure, during the valid period of the pursuit button rapid press promotion effect, text explaining the effect content, "Pursue the enemy army by rapid press of the button!", an animation showing the first effect button image imitating the first effect button 35 moving up and down, the text "Repeat press!" displayed above the first effect button image, and a remaining time gauge showing the remaining time of the valid period are displayed.

[0293] If the player repeatedly hits the first effect button 35 during the valid period of such a pursuit button rapid-hit promotion effect, a pursuit image change effect will be executed (see FIG. 17(L)). This pursuit image change effect is an effect that displays an animation showing the number of enemy soldiers gradually decreasing as a result of the player's army pursuing the enemy army in response to the rapid hitting of the first effect button 35.

[0294] After such a pursuit image change effect is executed, depending on whether the first effect button 35 is pressed repeatedly during the valid period of the pursuit button repeated pressing promotion effect, the first pursuit success effect (an example of the second success effect: see Figure 17(M)), the second pursuit success effect (an example of the second success effect: see Figure 17(O)), or the pursuit failure effect (an example of the second failure effect: see Figure 17(Q)) is executed.

[0295] The first successful pursuit effect (see Figure 17(M)) is a single successful pursuit effect that shows the state in which the general of one's army succeeds in pursuing (annihilation) the enemy army alone, and is an effect that can be executed only if the result of the second special pattern determination made at the start of the variation of this second special pattern (and performance pattern) is "3R probability change." Therefore, when the first successful pursuit effect is executed, a 3R probability change jackpot announcement effect is executed in which three performance patterns showing the double number "333" that notifies that "3R probability change" has been won are displayed pseudo-stop and then stopped (see Figure 17(N)).

[0296] The second successful pursuit effect (see Figure 17(O)) is a successful joint pursuit effect that shows the situation where the player joins forces with allies who rush to the rescue of their own army and succeeds in pursuing (annihilation) the enemy army, and is an effect that can be executed only if the result of the second special pattern determination made at the start of the variation of this second special pattern (and performance pattern) is "10R probability change." Therefore, when the second successful pursuit effect is executed, a 10R probability change jackpot announcement effect is executed in which three performance patterns showing the double number "777" that notifies the player that they have won the "10R probability change" are displayed pseudo-stop and then stopped (see Figure 17(P)).

[0297] As is clear from the explanation so far, if the result of the second special pattern determination made at the start of the change in the second special pattern (and performance pattern) is "10R guaranteed change," there are two cases where a successful defeat performance (see Figure 17(E)) and a 10R guaranteed change jackpot notification performance (see Figure 17(F)) are executed, and there are also cases where a successful second pursuit performance (see Figure 17(O)) and a 10R guaranteed change jackpot notification performance (see Figure 17(P)) are executed.

[0298] The pursuit failure effect (see Figure 17(Q)) is an effect that shows the state where the pursuit (annihilation) of the enemy army fails, and is executed when the result of the second special pattern determination performed at the start of the variation of this second special pattern (and performance pattern) is "miss." Therefore, when the pursuit failure effect is executed, a miss notification effect is executed in which three performance patterns indicating a reach miss that notifies "miss" are displayed in a pseudo-stop state and then stopped in a real state (see Figure 17(R)).

[0299] As explained above with reference to Figure 17, when the successful subjugation effect (see Figure 17(E)) is executed, the first successful pursuit effect (see Figure 17(M)), the second successful pursuit effect (see Figure 17(O)), and the failed pursuit effect (see Figure 17(Q)) are not executed, and when the failed subjugation effect (see Figure 17(G)) is executed, the first successful pursuit effect, the second successful pursuit effect, or the failed pursuit effect is executed.

[0300] In this embodiment, an example will be described in which two success effects (second success effects), the first pursuit success effect and the second pursuit success effect, can be executed, but in other embodiments, a configuration in which one pursuit success effect is executed as the second success effect may be adopted. In this case, it is sufficient to execute a common pursuit success effect in both the case in which the "10R probability change" is won and the case in which the "3R probability change" is won.

[0301] <About the winning probability of each successful lottery> Next, the success effect lottery executed in response to button operations during each valid period of the subjugation reach will be described with reference to Fig. 18. Here, Fig. 18 is an explanatory diagram for explaining the lottery executed in response to operations during the subjugation reach.

[0302] In the gaming machine 1 of this embodiment, when the result of the second special pattern determination executed by the main CPU 81 at the start of the display of the second special pattern change in the special game state is "10R special", "3R special", or "miss", and a change pattern corresponding to the defeat reach is selected as the change pattern of the second special pattern, the sub-CPU 91 sets the change presentation pattern of the defeat reach.

[0303] For example, if the "10R special" is won, a change presentation pattern (hereinafter referred to as "change presentation pattern A") is set in which the presentation progresses from the promotional presentation for repeatedly pressing the defeat button (see Figure 17(C)) to the successful defeat presentation (see Figure 17(E)), or a change presentation pattern (hereinafter referred to as "change presentation pattern B") is set in which the presentation progresses from the promotional presentation for repeatedly pressing the defeat button (see Figure 17(C)) to the failed defeat presentation (see Figure 17(G)) and the promotional presentation for repeatedly pressing the pursuit button (see Figure 17(K)) to the second successful pursuit presentation (see Figure 17(O)).

[0304] Also, for example, if the "3R special" is won, a change presentation pattern (hereinafter referred to as "change presentation pattern C") is set in which the presentation progresses from a promotional presentation for repeatedly pressing the defeat button (see Figure 17(C)), through a promotional presentation for failing to defeat (see Figure 17(G)) and a promotional presentation for repeatedly pressing the pursuit button (see Figure 17(K)), to a first pursuit success presentation (see Figure 17(M)).

[0305] Also, for example, if the result of the second special pattern determination at the start of the change is "miss," a change presentation pattern is set in which the presentation progresses from a promotional effect to prompt the player to repeatedly press the subjugation button (see Figure 17(C)) via a failed subjugation effect (see Figure 17(G)) to a miss notification effect (see Figure 17(I)), or a change presentation pattern is set in which the presentation progresses from a promotional effect to prompt the player to repeatedly press the subjugation button (see Figure 17(C)) via a failed subjugation effect (see Figure 17(G)) and a promotional effect to prompt the player to repeatedly press the pursuit button (see Figure 17(K)) to a failed pursuit effect (see Figure 17(Q)).

[0306] Then, the sub-CPU 91 sends a variable presentation start command including information indicating the variable presentation pattern of the set defeat reach to the image and sound control board 100 (and the lamp control board 120), thereby executing the defeat reach with the presentation pattern set by the sub-CPU 91.

[0307] Here, when the sub-CPU 91 sets the above-mentioned variable presentation pattern A, that is, when it sets a variable presentation pattern in which the presentation progresses from the subjugation button rapid-hit promotion presentation (see FIG. 17(C)) to the subjugation success presentation (see FIG. 17(E)), it executes the following processing. That is, the sub-CPU 91 acquires an operation random number in response to the first presentation button 35 (or the second presentation button 36) being operated during the valid period for the subjugation button rapid-hit promotion presentation (see FIG. 17(C)). Then, it executes a subjugation success presentation lottery to determine whether the acquired operation random number matches a preset winning value, and executes the subjugation success presentation lottery (see FIG. 17(E)) on the condition that it wins the subjugation success presentation lottery.

[0308] Specifically, the sub-CPU 91 acquires, as an operation random number, a value at the time when an operation signal is output from the first effect button detection sensor 96 (or the second effect button detection sensor 97) during the valid period for the subjugation button rapid-hit promotion effect, which is updated as appropriate by the random number update process in the sub-control board 90, and stores this value in a predetermined area of ​​the sub-RAM 93. Then, a subjugation success effect lottery is executed to determine whether the operation random number stored in the predetermined area matches any of the random number values ​​stored in the sub-ROM 92.

[0309] In this embodiment, the possible values ​​of the operation random number are set to 100, ranging from "0" to "99," and 20 random number values ​​(winning values) are stored for the first operation of the first effect button 35 during the valid period for the effect to promote rapid hits of the defeat button, and 10 random number values ​​(winning values) are stored for the second or subsequent operation of the first effect button 35 during the valid period for the effect to promote rapid hits of the defeat button.

[0310] When the first effect button 35 is operated for the first time during the valid period for the subjugation button rapid-hit promotion effect, i.e., when the first operation signal is output from the first effect button detection sensor 96 during this valid period, the sub-CPU 91 determines whether or not to execute a subjugation success effect based on whether or not the operation random number stored in a predetermined area of ​​the sub-RAM 93 matches any of the 20 random number values. Here, if the acquired and stored operation random number matches any of the 20 random number values, the subjugation success effect is executed immediately after the subjugation image change effect is executed.

[0311] On the other hand, if the sub-CPU 91 determines that the successful subjugation effect will not be executed for the first operation of the first effect button 35 during the valid period for the subjugation button rapid press promotion effect, that is, if the acquired and stored operation random number does not match any of the above 20 random number values, it terminates the processing related to the successful subjugation effect lottery without executing the successful subjugation effect after executing the subjugation image change effect.

[0312] Then, when the first effect button 35 is operated for the second or subsequent time during the valid period for the subjugation button rapid-hit promotion effect, the sub-CPU 91 determines whether or not to execute the subjugation success effect based on whether or not the operation random number acquired in response to that operation matches any of the 10 random number values ​​(winning values). Here, if the acquired and stored operation random number matches any of the 10 random number values, the subjugation success effect is executed immediately after the subjugation image change effect is executed.

[0313] In this embodiment, while the operation random number can take on the above 100 random number values, 20 random number values ​​are stored for the first operation of the first effect button 35, and 10 random number values ​​are stored for the second and subsequent operations of the first effect button 35. Therefore, the probability that the successful defeat effect will be executed in response to the first operation of the first effect button 35 during the valid period for the repeated defeat button press promotion effect is 20% (= 20 / 100 × 100), and the probability that the successful defeat effect will be executed in response to the second and subsequent operations of the first effect button 35 during the valid period for the repeated defeat button press promotion effect is 10% (= 10 / 100 × 100) (see Figure 18(A)).

[0314] In this embodiment, a successful defeat effect lottery is executed each time the first effect button 35 is operated during the valid period for the defeat button rapid-hit promotion effect, and if the successful defeat effect lottery is lost, only the defeat image change effect is executed, and if the subsequent successful defeat effect lottery is won, the defeat image change effect and the successful defeat effect are executed. Therefore, if the player does not win the successful defeat effect lottery even after operating the first effect button 35, only the defeat image change effect will be executed repeatedly.

[0315] On the other hand, when the second effect button 36 is operated during the valid period for the subjugation button rapid-hit promotion effect, i.e., when an operation signal is output from the second effect button detection sensor 97 during this valid period, the sub-CPU 91 acquires an operation random number and stores it in a predetermined area of ​​the sub-RAM 93, just as when the first effect button 35 is operated. In this embodiment, when the second effect button 36 is operated, the operation random number is configured to take on the above-mentioned 100 random number values, just as when the first effect button 35 is operated. Furthermore, the sub-ROM 92 stores, as winning values, random number values ​​that are the same as the 100 random number values ​​that the operation random number can take on when the second effect button 36 is operated. Therefore, the probability that the subjugation success effect will be executed when the second effect button 36 is operated is 100% (= 100 / 100 × 100), and if the second effect button 36 is operated during the valid period for the subjugation button rapid-hit promotion effect, the subjugation success effect will always be executed (see FIG. 18(A)).

[0316] Therefore, if the player operates the first effect button 35 several times during the valid period of the subjugation button rapid-hit promotion effect (see FIG. 17(C)) but the subjugation success effect is not executed, the player can easily generate the subjugation success effect by operating the second effect button 36. Also, if the player wants to know quickly whether the subjugation success effect will be executed or not, the player can find out quickly whether the subjugation success effect will be executed or not by operating the second effect button 36 without operating the first effect button 35 during the valid period of the subjugation button rapid-hit promotion effect.

[0317] 18(A), no winning value is provided for the successful defeat effect lottery for the second or subsequent operation of the second effect button 36 during the valid period for the repeated defeat button press promotion effect. Therefore, the successful defeat effect will not be executed in response to the second or subsequent operation of the second effect button 36 during the valid period for the repeated defeat button press promotion effect.

[0318] In this embodiment, an example is given in which operation of the second effect button 36 is valid only once during the valid period of the effect that promotes the rapid pressing of the defeat button, regardless of whether or not the first effect button 35 is operated.However, it is also possible to adopt a configuration in which operation of the second effect button 36 is valid on the condition that the number of times the first effect button 35 is operated during the valid period of the effect that promotes the rapid pressing of the defeat button has reached a predetermined number.

[0319] Here, with reference to Figure 18 (A), we have explained the successful subjugation effect lottery and its winning probability that is performed when the first effect button 35 (or the second effect button 36) is operated during the valid period for the subjugation button rapid-hit promotion effect, but this successful subjugation effect lottery is only performed when the above-mentioned variable effect pattern A is selected as the variable effect pattern of the subjugation reach. In other words, even if the result of the second special pattern determination performed at the start of the variation of the second special pattern that executes the subjugation reach is "10R probability change," if variable effect pattern B is set as the variable effect pattern of the subjugation reach, in which the effect progresses from the subjugation button rapid-hit promotion effect (see Figure 17 (C)) to the subjugation failure effect (see Figure 17 (G)) and the pursuit button rapid-hit promotion effect (see Figure 17 (K)) to the second pursuit success effect (see Figure 17 (O)), a configuration is adopted in which the successful subjugation effect lottery is not performed so that the successful subjugation effect is not executed. Therefore, when variable presentation pattern B is set as the variable presentation pattern for the defeat reach, no matter how many times the first presentation button 35 or the second presentation button 36 is operated during the valid period for the defeat button rapid-hit promotion presentation, the defeat success presentation will not be executed, and the defeat image change presentation will be executed each time an operation is performed.

[0320] Next, when the result of the second special pattern determination performed at the start of the change of the second special pattern that executes the subjugation reach is "10R guaranteed change," and the change presentation pattern for the subjugation reach is set to change presentation pattern B, in which the presentation progresses from the subjugation button rapid-press promotion presentation (see Figure 17(C)) to the subjugation failure presentation (see Figure 17(G)) and the pursuit button rapid-press promotion presentation (see Figure 17(K)) to the second pursuit success presentation (see Figure 17(O)), the second pursuit success presentation lottery that is executed during the valid period for this pursuit button rapid-press promotion presentation will be explained.

[0321] In this embodiment, when the "10R probability change" is won and the defeat reach progresses to the pursuit button rapid-hit promotion effect, the sub-CPU 91 executes a lottery for the second pursuit successful effect in accordance with the operation of the first effect button 35 during the valid period for this pursuit button rapid-hit promotion effect. When the first effect button 35 is operated during the valid period for the pursuit button rapid-hit promotion effect, the sub-CPU 91 acquires an operation random number and stores it in a predetermined area of ​​the sub-RAM 93, just as during the valid period for the defeat button rapid-hit promotion effect.

[0322] In contrast, the sub-ROM 92 stores, as random number values ​​(winning values) for the second pursuit success effect lottery, 10 winning values ​​for the first operation of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect, and 15 winning values ​​for the second and subsequent operations of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect. Therefore, as illustrated in Fig. 18(B), the probability that the second pursuit success effect will be executed in response to the first operation of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect is 10% (= 10 / 100 x 100), and the probability that the second pursuit success effect will be executed in response to the second and subsequent operations of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect is 15% (= 15 / 100 x 100).

[0323] If the second pursuit success effect lottery is not won, a pursuit image change effect is executed, and if the second pursuit success effect lottery is won in response to the next or subsequent operation of the first effect button 35, the pursuit image change effect and the second pursuit success effect are executed. In other words, the pursuit image change effect is repeatedly executed each time the first effect button 35 is operated until the second pursuit success effect lottery is won.

[0324] 18(B), no winning value is prepared for the second pursuit success effect lottery for the operation of the second effect button 36 during the valid period for the pursuit button rapid-hit promotion effect. In other words, even if the second effect button 36 is operated during the valid period for the pursuit button rapid-hit promotion effect, the second pursuit success effect lottery is not executed, and the second pursuit success effect is not executed in response to the operation of the second effect button 36 during the valid period for the pursuit button rapid-hit promotion effect.

[0325] On the other hand, when the "3R probability change" is won and the defeat reach progresses to the pursuit button rapid-hit promotion effect, the sub-CPU 91 executes a lottery for the first pursuit successful effect in accordance with the operation of the first effect button 35 during the valid period for this pursuit button rapid-hit promotion effect. When the first effect button 35 is operated during the valid period for the pursuit button rapid-hit promotion effect, the sub-CPU 91 acquires an operation random number and stores it in a predetermined area of ​​the sub-RAM 93, just as during the valid period for the defeat button rapid-hit promotion effect.

[0326] In contrast, the sub-ROM 92 stores, as random number values ​​(winning values) for the first pursuit success effect lottery, five winning values ​​for the first operation of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect, and 20 winning values ​​for the second and subsequent operations of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect. Therefore, as illustrated in Fig. 18(C), the probability that the first pursuit success effect will be executed in response to the first operation of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect is 5% (= 5 / 100 x 100), and the probability that the first pursuit success effect will be executed in response to the second and subsequent operations of the first effect button 35 during the valid period for the pursuit button rapid-hit promotion effect is 20% (= 20 / 100 x 100).

[0327] If the first pursuit success effect lottery is not won, a pursuit image change effect is executed, and if the first pursuit success effect lottery is won in response to the next or subsequent operation of the first effect button 35, the pursuit image change effect and the first pursuit success effect are executed. In other words, the pursuit image change effect is repeatedly executed each time the first effect button 35 is operated until the first pursuit success effect lottery is won.

[0328] 18(C), no winning value is prepared for the first pursuit success effect lottery with respect to the operation of the second effect button 36 during the valid period for the pursuit button rapid-hit promotion effect. In other words, even if the second effect button 36 is operated during the valid period for the pursuit button rapid-hit promotion effect, the first pursuit success effect lottery will not be executed, and the first pursuit success effect will not be executed in response to the operation of the second effect button 36 during the valid period for the pursuit button rapid-hit promotion effect.

[0329] In this way, if the second effect button 36 is operated during the valid period for the effect to promote rapid pressing of the defeat button, the effect of successful defeat (see Figure 17(E)) may be executed in response to that operation, whereas if the second effect button 36 is operated during the valid period for the effect to promote rapid pressing of the pursuit button, the effect of successful first pursuit or successful second pursuit will not be executed in response to that operation.

[0330] Up to this point, the subjugation reach has been explained based on Figures 17 and 18, but the processing executed by the sub-CPU 91 to realize this subjugation reach will be described in detail later based on Figures 61, 69, 70, etc.

[0331] [About the type of jackpot random number and advance judgment information] Next, the types of jackpot random numbers and pre-determination information will be explained with reference to Fig. 19. Here, Fig. 19 is an explanatory diagram for explaining pre-determination information, Fig. 19(A) is an explanatory diagram for explaining the types of jackpot random numbers and jackpot pre-determination information, and Fig. 19(B) is an explanatory diagram for explaining various pre-determination information included in the pending command sent from the main control board 80 to the sub-control board 90.

[0332] When a gaming ball enters the first starting gate 21 while the reserved number of the first special symbol determination has not reached the upper limit, the main CPU 81 acquires a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number. Here, the jackpot random number is acquired information used to determine whether or not to execute a jackpot game, and the symbol random number is type information for determining the type of jackpot (such as the number of rounds of the jackpot game and the game state after the jackpot game ends). The reach random number is a random number for determining whether to execute a reach effect or a reach-not-reach effect when it is determined that a jackpot game will not be executed, and the variation pattern random number is a random number for determining the variation pattern of the special symbol. These jackpot random numbers, symbol random number, reach random number, and variation pattern random number are also acquired when a gaming ball enters the second starting gate 22 while the reserved number of the second special symbol determination has not reached the upper limit.

[0333] If a game ball enters the first start hole 21 (or the second start hole 22) in a situation where a special symbol determination cannot be made immediately, such as during the variable display of a special symbol or during a jackpot game, the jackpot random number, symbol random number, reach random number, and variable pattern random number acquired in response to this winning are stored in a predetermined area of ​​the main RAM 83 as information reserving the right to make a special symbol determination. This predetermined area of ​​the main RAM 83 will be described in detail later with reference to FIG. 40.

[0334] In this way, when the right to determine a special symbol is reserved, the main CPU 81 executes a pre-determination process of whether or not to execute a jackpot game before executing the special symbol determination corresponding to that right. Specifically, when a jackpot random number or the like is obtained in response to a game ball entering the first start hole 21 (or the second start hole 22), a pre-determination is made as to whether or not to execute a jackpot game based on whether or not the obtained jackpot random number matches a winning value stored in advance in the main ROM 82.

[0335] (Classification of jackpot random numbers obtained in low probability states) Here, the jackpot random number obtained in response to a game ball entering the first starting hole 21 (or the second starting hole 22) in a low probability state (in this embodiment, the normal game state or the time-saving game state) is classified into a "guaranteed winning random number" (an example of the first acquired information), a "provisional losing random number" (an example of the second acquired information), and a "guaranteed losing random number," as illustrated in Figure 19 (A).

[0336] 6(A), in this embodiment, for the low probability state, four random number values ​​from "0" to "3" are stored in the main ROM 82 as "winning values," and 836 random number values ​​from "4" to "839" are stored in the main ROM 82 as "losing values." Furthermore, for the high probability state (in this embodiment, the probability variable gaming state), 14 random number values ​​from "0" to "13" are stored in the main ROM 82 as "winning values," and 826 random number values ​​from "14" to "839" are stored in the main ROM 82 as "losing values."

[0337] Here, of the total 840 random number values ​​from "0" to "839," four random number values ​​from "0" to "3" are stored in the main ROM 82 as "winning values" for both the low-probability state and the high-probability state (see FIG. 6(A)). This means that if the acquired jackpot random number is one of "0" to "3," it will be determined as a "jackpot" regardless of whether the state when the special symbol determination is executed is a low-probability state or a high-probability state. Therefore, the jackpot random numbers "0" to "3" acquired and stored as information reserving the right to special symbol determination in a low-probability state, as shown in FIG. 19(A), can be classified as "winning random numbers" because they match the "winning values" and are determined as a "jackpot" regardless of whether the state when the special symbol determination corresponding to that right is executed is a low-probability state or a high-probability state.

[0338] On the other hand, of the total 840 random number values ​​from "0" to "839," 10 random number values ​​from "4" to "13" are stored in the main ROM 82 as "losing values" for the low probability state, and as "winning values" for the high probability state, as exemplified in Figure 6(A). This means that when the acquired jackpot random number is any of "4" to "13," if the state when the special symbol determination is executed is in the low probability state, it is determined as a "miss," and if the state when the special symbol determination is executed is in the high probability state, it is determined as a "jackpot." For this reason, the jackpot random numbers "4" to "13" acquired and stored as information reserving the right to make a special symbol determination when in a low probability state are determined to be a "miss" if the state when the special symbol determination corresponding to that right is executed is a low probability state (the same as when the starting slot is won), as shown in Figure 19(A), and are determined to be a "miss" if the state when the special symbol determination corresponding to that right is executed has changed from a low probability state to a high probability state, and are determined to be a "jackpot" if the jackpot random numbers "4" to "13" acquired and stored as information reserving the right to make a special symbol determination when in a low probability state are determined to be a "miss" if the special symbol determination is executed while in a low probability state, and are determined to be a "jackpot" if the special symbol determination is executed after transitioning to a high probability state, and are therefore classified as "provisional miss random numbers."

[0339] Furthermore, of the total 840 random number values ​​from "0" to "839," 826 random number values ​​from "14" to "839" are stored in the main ROM 82 as "losing values" for both the low-probability state and the high-probability state (see FIG. 6(A)). This means that if the acquired jackpot random number is one of "14" to "839," it will be determined as a "losing value" regardless of whether the state when the special symbol determination is executed is a low-probability state or a high-probability state. Therefore, the jackpot random numbers "14" to "839" acquired and stored as information reserving the right to special symbol determination in a low-probability state, as shown in FIG. 19(A), will match the "losing values" and be determined as a "losing value" regardless of whether the state when the special symbol determination corresponding to that right is executed is a low-probability state or a high-probability state, and can therefore be classified as "losing-confirmed random numbers."

[0340] (Classification of jackpot random numbers obtained in high probability states) The jackpot random number obtained in response to a game ball entering the first starting hole 21 (or the second starting hole 22) when in a high probability state is classified into a "guaranteed winning random number," a "provisional winning random number" (an example of the second obtained information), and a "guaranteed losing random number," as illustrated in Figure 19(A).

[0341] As described above, in the gaming machine 1 of this embodiment, four random number values ​​from "0" to "3" are stored in the main ROM 82 as "winning values" for both the low probability state and the high probability state (see FIG. 6(A)). For this reason, the jackpot random numbers "0" to "3" acquired and stored as information reserving the right to make a special symbol determination in a high probability state match the "winning values" and are determined to be a "jackpot" regardless of whether the state when the special symbol determination corresponding to that right is executed is a low probability state or a high probability state, as shown in FIG. 19(A). Therefore, they can be classified as "winning confirmed random numbers" like the jackpot random numbers "0" to "3" acquired and stored as information reserving the right to make a special symbol determination in a low probability state.

[0342] Also, as described above, in this embodiment, the ten random number values ​​"4" to "13" are stored in the main ROM 82 as "winning values" for the high probability state, and as "losing values" for the low probability state. This means that when the jackpot random number obtained in the high probability state is one of "4" to "13," if the state when the special symbol determination is executed is the high probability state (the same as when one of these jackpot random numbers is obtained), it is determined to be a "jackpot." For example, if the state when the special symbol determination is executed changes from a high probability state to a low probability state by winning a normal jackpot, it is determined to be a "loss." Therefore, the jackpot random numbers "4" to "13" obtained and stored as information reserving the right to special symbol determination in the high probability state are determined to be a "jackpot" if the special symbol determination is executed while in the high probability state, and are determined to be a "loss" if the special symbol determination is executed after transitioning to a low probability state. Therefore, they can be classified as "provisional win random numbers."

[0343] Furthermore, as described above, of the total 840 random number values ​​from "0" to "839," 826 random number values ​​from "14" to "839" are stored in the main ROM 82 as "losing values" for both the low probability state and the high probability state. For this reason, the jackpot random numbers "14" to "839" acquired and stored as information reserving the right to determine a special symbol in a high probability state match the "losing values" and are determined to be a "loss" regardless of whether the state when the special symbol determination corresponding to that right is executed is a low probability state or a high probability state, as shown in Figure 19(A). Therefore, they can be classified as "definitely losing random numbers" like the jackpot random numbers "14" to "839" acquired and stored as information reserving the right to determine a special symbol in a low probability state.

[0344] In the low probability state, the main CPU 81 determines that a jackpot game will be executed if the jackpot random number acquired when the ball enters the starting hole is a "definite win random number," but determines that a jackpot game will not be executed if the jackpot random number acquired when the ball enters the starting hole is a "provisional loss random number" or a "definite loss random number." On the other hand, in the high probability state, the main CPU 81 determines that a jackpot game will be executed if the jackpot random number acquired when the ball enters the starting hole is any of a "definite win random number," a "provisional loss random number," or a "provisional win random number," and determines that a jackpot game will not be executed if the jackpot random number acquired when the ball enters the starting hole is a "definite loss random number."

[0345] When the main CPU 81 acquires and stores various random numbers such as a jackpot random number as information reserving the right to make a first special pattern determination (or a second special pattern determination) in response to a game ball entering the first start hole 21 (or the second start hole 22) during a low probability state, the main CPU 81 transmits a reserve command including pre-jackpot determination information ("confirmed win information," "provisional loss information," or "confirmed loss information") to the sub-control board 90.

[0346] Here, "confirmed win information" is information that notifies that the jackpot random number obtained as information reserving the right to determine a special symbol when in a low probability state is a "confirmed win random number." "Provisional loss information" is information that notifies that the jackpot random number obtained as information reserving the right to determine a special symbol when in a low probability state is a "provisional loss random number." "Confirmed loss information" is information that notifies that the jackpot random number obtained as information reserving the right to determine a special symbol when in a low probability state is a "confirmed loss random number."

[0347] In this way, a hold command containing advance jackpot judgment information in a low probability state is sent from the main control board 80 to the sub-control board 90, and the sub-CPU 91 of the sub-control board 90 can easily determine, at the time of receiving the hold command, what the judgment result will be if the reserved special pattern judgment is executed, based on the advance jackpot judgment information contained in this hold command.

[0348] For example, when a hold command including "confirmed win information" is received as the jackpot advance determination information, it is possible to easily determine that when a special symbol determination corresponding to the hold command is executed based on this "confirmed win information," it will be determined as a "jackpot" regardless of whether the current state is a low-probability state or a high-probability state. Also, when a hold command including "provisional loss information" is received as the jackpot advance determination information, it is possible to easily determine that when a special symbol determination corresponding to the hold command is executed based on this "provisional loss information," it will be determined as a "loss" if the current state is a low-probability state, and it will be determined as a "jackpot" if the current state is a high-probability state. Also, when a hold command including "confirmed loss information" is received as the jackpot advance determination information, it is possible to easily determine that when a special symbol determination corresponding to the hold command is executed based on this "confirmed loss information," it will be determined as a "loss" regardless of whether the current state is a low-probability state or a high-probability state.

[0349] When the main CPU 81 acquires and stores various random numbers such as a jackpot random number as information reserving the right to determine the second special pattern (or the first special pattern) in response to a game ball entering the second start port 22 (or the first start port 21) during a high probability state, it sends a reserve command including jackpot pre-determination information ("confirmed win information," "provisional win information," or "confirmed miss information") to the sub-control board 90.

[0350] Here, "confirmed win information" is information that notifies that the jackpot random number obtained as information reserving the right to determine a special symbol when in a high probability state is a "confirmed win random number." "Provisional win information" is information that notifies that the jackpot random number obtained as information reserving the right to determine a special symbol when in a high probability state is a "provisional win random number." "Confirmed loss information" is information that notifies that the jackpot random number obtained as information reserving the right to determine a special symbol when in a high probability state is a "confirmed loss random number."

[0351] In this way, a hold command containing advance jackpot judgment information in a high probability state is sent from the main control board 80 to the sub-control board 90, and the sub-CPU 91 of the sub-control board 90 can easily determine, at the time of receiving the hold command, what the judgment result will be if the reserved special pattern judgment is executed, based on the advance jackpot judgment information contained in this hold command.

[0352] For example, when a hold command including "provisional hit information" is received as pre-judgment information for a jackpot in a high probability state, when a special pattern judgment corresponding to the hold command is executed based on this "provisional hit information," it is possible to easily determine that if the state at that time remains in a high probability state, it will be judged as a "jackpot," and if the state at that time changes from a high probability state to a low probability state, it will be judged as a "miss."

[0353] Based on the jackpot advance judgment information contained in the hold command received from the main control board 80, the sub-CPU 91 can accurately identify the relationship between the state at the time of hold consumption (low probability state or high probability state) and the judgment result when a special pattern judgment is executed, and based on this identification result, it can appropriately control the execution of the pre-reading performance based on the result of the advance judgment processing.

[0354] 19(B) illustrates various types of pre-determination information that are included in a hold command together with the jackpot pre-determination information explained based on FIG. 19(A) and are transmitted from the main control board 80 to the sub-control board 90. The main CPU 81 executes a predetermined pre-determination process based on the jackpot random number acquired in response to the start port winning, and transmits a hold command to the sub-control board 90, which includes winning start port information, jackpot pre-determination information, jackpot type pre-determination information, variation pattern information, and game status information, as information indicating the results of this pre-determination process.

[0355] Here, the winning start port information is information that indicates whether various random numbers such as jackpot random numbers were obtained as a result of the game ball entering the first start port 21, or as a result of the game ball entering the second start port 22.

[0356] The jackpot advance judgment information is as described above based on Figure 19(A), and when the right to judge the special symbol is reserved in response to a game ball entering the first start hole 21 (or the second start hole 22) in a low probability state, "confirmed win information," "provisional loss information," or "confirmed loss information" is transmitted to the sub-control board 90 as jackpot advance judgment information (see Figure 19(B)). Also, when the right to judge the special symbol is reserved in response to a game ball entering the first start hole 21 (or the second start hole 22) in a high probability state, "confirmed win information," "provisional win information," or "confirmed loss information" is transmitted to the sub-control board 90 as jackpot advance judgment information (see Figure 19(B)).

[0357] The jackpot type pre-determination information is information indicating the type of jackpot. As described above with reference to FIG. 6(A), for the low-probability state, four random number values ​​from "0" to "3" are stored in the main ROM 82 as winning values. Therefore, in a conventional pachinko gaming machine, if a jackpot random number acquired during the low-probability state matches one of the winning values ​​from "0" to "3" and a pre-determination is made to execute a jackpot game, the type of jackpot (special game) is identified based on the symbol random number acquired together with the jackpot random number, and information indicating the result of the pre-determination as to whether or not to execute a jackpot game and information indicating the identified type of jackpot are transmitted to the sub-control board 90 in the form of being included in a hold command.

[0358] In contrast to this, in this embodiment, the main CPU 81 identifies the type of jackpot (special game) based on the symbol random number acquired together with the jackpot random number not only when the jackpot random number acquired in the low probability state is a "guaranteed win random number" (in this embodiment, any of "0" to "3": see FIG. 19(A)), but also when the jackpot random number acquired in the low probability state is a "provisional loss random number" (in this embodiment, any of "4" to "13": see FIG. 19(A)). Then, the main CPU 81 includes in a hold command pre-determination information (jackpot pre-determination information) indicating the result of a pre-determination of whether or not to execute a jackpot game, and information (special game information) indicating the type of the identified jackpot (jackpot game) in the hold command, and transmits the hold command to the sub-control board 90.

[0359] 6(A), in the gaming machine 1 of this embodiment, random number values ​​of "4" to "13" are stored as "losing values" in the main ROM 82 for the low probability state. Therefore, when a jackpot random number obtained in the low probability state is stored as information reserving the right to make a special symbol determination, that is, when a "provisional losing random number" is obtained and stored in the low probability state, if the state when a special symbol determination corresponding to the reserved right is made is the same low probability state as when the right to make this special symbol determination was reserved, this special symbol determination will determine that it is a "loss."

[0360] However, the random number values ​​between "4" and "13" are stored in the main ROM 82 as "winning values" for the high probability state (see Figure 6(A)). For this reason, after a "tentative losing random number" is acquired and stored in a low probability state, for example, if the result of the previously reserved special symbol determination becomes a "probable jackpot", changing the state from a low probability state to a high probability state, and a special symbol determination based on the above "tentative losing random number" is performed in a high probability state, the result of this special symbol determination will be a "jackpot".

[0361] In other words, the "provisional losing random number" obtained in a low probability state basically matches the "losing value," but if the state when the special pattern determination based on this "provisional losing random number" is executed changes from a low probability state to a high probability state, it can be said to be a winning random number with an element of uncertainty, in that it matches the "winning value" rather than the "losing value."

[0362] For this reason, in the gaming machine 1 of this embodiment, not only when the jackpot pre-determination information in the low probability state is "confirmed win information" (i.e., when the jackpot random number obtained in the low probability state is a "confirmed win random number"), but also when the jackpot pre-determination information in the low probability state is "tentative loss information" (i.e., when the jackpot random number obtained in the low probability state is a "tentative loss random number"), the type of jackpot (jackpot game) is identified based on the pattern random number obtained together with the jackpot random number, and jackpot type pre-determination information indicating this identification result is transmitted to the sub-control board 90 together with the jackpot pre-determination information (here, "confirmed win information" or "tentative loss information").

[0363] Figure 20(A) shows an example of a state in which three reserve icons, special chart 1 first reserve, special chart 1 second reserve, and special chart 1 third reserve, are displayed as reserve icons indicating that the right to determine the first special symbol is reserved when the game is controlled in the normal game state (low probability state). Here, with regard to the special chart 1 third reserve, a "provisional loss random number" is acquired, and "provisional loss information" is acquired as the jackpot advance judgment information. Therefore, as is clear from the notation in Figure 19(A), if the reserve corresponding to the special chart 1 third reserve is consumed while the probability is low, it will be judged as a "loss."

[0364] However, as is clear from the notation in Figure 20(A), since the result of the determination of the first special pattern determination corresponding to the first reserve of Special Chart 1 is "5R guaranteed hit," before the reserve corresponding to the third reserve of Special Chart 1 is consumed, specifically, at the time when the jackpot game corresponding to the first reserve of Special Chart 1 ends, the state will transition from a low probability state to a high probability state, and as a result, the result of the determination of the first special pattern determination corresponding to the third reserve of Special Chart 1 will be "jackpot."

[0365] In contrast, in the gaming machine 1 of this embodiment, when a "tentative miss random number" is obtained in a low probability state and "tentative miss information" is obtained as jackpot pre-determination information, the "tentative miss information" indicating a miss is sent from the main control board 80 to the sub-control board 90 along with jackpot type pre-determination information indicating the type of jackpot (jackpot game).

[0366] Therefore, when the first special pattern determination corresponding to the third reservation of special pattern 1 is reserved, the sub-CPU 91 of the sub-control board 90 determines that the determination result is a "miss," but if the state transitions to a high probability state before the reservation is consumed, it will become a "jackpot," and it is possible to identify the type of jackpot based on the provisional miss information and the jackpot type advance determination information.

[0367] As a result, the sub-CPU 91, based on receiving the hold command related to the special chart 1 third hold, can execute an icon change effect as illustrated in Fig. 21 for the special chart 1 third hold. Fig. 21 illustrates a state in which a red hold icon is displayed for the special chart 1 first hold because the determination result of the first special symbol determination corresponding to the special chart 1 first hold is "5R probability variable". Also, Fig. 21 illustrates a state in which the first special symbol determination corresponding to the special chart 1 third hold is performed in a high probability state and the determination result is "jackpot", so the special chart 1 third hold is displayed as an expanding / contracting hold icon that repeatedly expands and contracts, and a message saying "Maybe it's a hit if it's in a probability variable!?" is displayed above the expanding / contracting hold icon.

[0368] In this way, in this embodiment, even in cases where a "tentative miss random number" is obtained in a low probability state and the jackpot pre-determination information becomes "tentative miss information," that is, even in cases where it is basically a "miss," but would become a "jackpot" if it had transitioned from a low probability state to a high probability state before the reserved amount was consumed, it is possible to provide an opportunity for a pre-reading performance.

[0369] Here, we have explained an example of executing an icon change effect using a pending icon based on ``provisional miss information'' and ``pre-determination information on the type of jackpot,'' but it is also possible to execute other pre-reading effects based on this information.

[0370] Returning to the explanation of the "jackpot type advance determination information" in Fig. 19, when a start winning occurs in a low probability state (when a gaming ball enters the first start hole 21 or the second start hole 22), the main CPU 81 transmits the jackpot type advance determination information together with the winning confirmation information or the provisional loss information to the sub-control board 90. This is as described above.

[0371] On the other hand, when the main CPU 81 acquires a "definite loss random number" in response to a start winning in a low probability state and transmits "definite loss information" indicating that this "definite loss random number" has been acquired to the sub-control board 90, it does not transmit jackpot type advance determination information. This is because when a "definite loss random number" is acquired, the special symbol determination based on this "definite loss random number" is determined to be a "loss" regardless of whether the state is a low probability state or a high probability state, so there is no need to notify the sub-control board 90 of the type of jackpot.

[0372] Next, we will explain how to handle the jackpot type advance determination information when a gaming ball enters the second start hole 22 (or the first start hole 21) in a high probability state. When a start ball enters in a high probability state like this, the main CPU 81 performs control such that it transmits "jackpot type information" together with "confirmed win information" or "provisional win information" to the sub-control board 90, but does not transmit "jackpot type information" when it transmits "confirmed loss information" (see Figure 19 (B)).

[0373] When a start win occurs in a high probability state and a "winning confirmation random number" is obtained, the main CPU 81 transmits "winning confirmation information" (see FIG. 19(A)) together with "jackpot type advance determination information" to the sub-control board 90 (see FIG. 19(B)). This is because when a "winning confirmation random number" is obtained, it will be a "jackpot" regardless of whether the state when the special symbol determination is executed based on this winning confirmation random number is a high probability state or a low probability state.

[0374] Furthermore, when a start win occurs in a high probability state and a "provisional win random number" is obtained, the main CPU 81 transmits "pre-judgment information on the type of big win" together with "provisional win information" (see Figure 19(A)) to the sub-control board 90 (see Figure 19(B)). This is because when a "provisional win random number" is obtained in a high probability state, if the state remains high probability when the special pattern judgment based on this "provisional win random number" is executed, it will be a "big win" and basically needs to be the subject of a pre-reading performance.

[0375] The variation pattern information (see Figure 19 (B)) is information that indicates the variation pattern of the special symbol. When the right to determine the first special symbol is reserved in response to the gaming ball entering the first starting hole 21, information that indicates the variation pattern of the first special symbol is transmitted from the main control board 80 to the sub-control board 90. On the other hand, when the right to determine the second special symbol is reserved in response to the gaming ball entering the second starting hole 22, information that indicates the variation pattern of the second special symbol is transmitted from the main control board 80 to the sub-control board 90. The game status information is information that indicates the game status of the gaming machine 1 at the time when a jackpot random number or the like is obtained as a result of the start winning.

[0376] Figure 20(B) shows an example of a state in which four reserve icons, Special Chart 2 No. 1 Reserve, Special Chart 2 No. 2 Reserve, Special Chart 2 No. 3 Reserve, and Special Chart 2 No. 4 Reserve, are displayed as reserve icons indicating that the right to determine the second special symbol is reserved when the game is controlled in a probability variable game state (high probability state). Here, with regard to the Special Chart 2 No. 4 Reserve, a "provisional win random number" is acquired, and "provisional win information" is acquired as jackpot advance judgment information. Therefore, as is clear from the notation in Figure 19(A), if the reserve corresponding to the Special Chart 2 No. 4 Reserve is consumed while the high probability state remains, it will be determined to be a "jackpot."

[0377] However, as is clear from the notation in Figure 20(B), since the result of the judgment of the second special pattern judgment corresponding to the second reserve of special chart 2 is "3R normal," before the reserve corresponding to the fourth reserve of special chart 2 is consumed, specifically, after the jackpot game corresponding to the second reserve of special chart 2 has ended, the game state becomes a time-saving game state (low probability state), and as a result, the result of the judgment of the second special pattern judgment corresponding to the fourth reserve of special chart 2 becomes "miss."

[0378] In such a case, a hold command including "provisional hit information" is sent from the main control board 80 to the sub-control board 90 regarding the right to determine the second special pattern related to the fourth reserve of special chart 2, and the sub-CPU 91 can therefore execute performance control such as not making the right to determine the second special pattern related to the fourth reserve of special chart 2 the subject of a pre-reading performance based on this "provisional hit information" and the state when the second special pattern determination related to the fourth reserve of special chart 2 is executed (a low probability state in the example shown in Figure 20 (B)).

[0379] <Special chart 2 reserved jackpot suggestion performance> 22 is a screen diagram showing a specific example of a special reserved jackpot suggestion effect for the special reserved 2. In the gaming machine 1 of this embodiment, when the third round of a jackpot game begins, if the reserved second special symbol determination rights include a "probable jackpot," the special reserved jackpot suggestion effect for the special reserved 2 may be executed during the third round of the game (see FIG. 22(A)). FIG. 22(A) illustrates an example of a special reserved jackpot suggestion effect for the special reserved 2, which displays a reserved jackpot suggestion background that is different from the normal round background as a background image displayed on the display screen 70 to suggest that the reserved second special symbol determination rights include a "probable jackpot."

[0380] In addition, Figure 22(B) shows an example of a special pattern 2 reserved normal jackpot suggestion effect being executed, in which a reserved normal jackpot suggestion background, which is different from the background during a normal round, is displayed as the background image on the display screen 70 to suggest that the reserved second special pattern judgment rights include one that will result in a ``normal jackpot.''

[0381] 19, in the gaming machine 1 of this embodiment, when a gaming ball enters the second starting hole 22 in a high probability state and a "winning random number" or a "provisional winning random number" is obtained, that is, when "winning information" or "provisional winning information" is obtained as the jackpot advance determination information, the jackpot type advance determination information is transmitted from the main control board 80 to the sub-control board 90 together with the "winning information" or "provisional winning information." Therefore, it is possible to execute an accurate jackpot suggestion effect within the reserved special symbol 2 based on the jackpot type advance determination information, taking into account the state at the time of the reserved consumption corresponding to the reserved right to determine the second special symbol.

[0382] Up to now, the types of jackpot random numbers, various pre-determination information, icon change effects using reserved icons, and jackpot suggestion effects within reserved special chart 2 have been explained based on Figures 19 to 22, but the pre-determination processing executed by the main CPU 81 to realize these effects will be described in detail later based on Figures 43 and 44. In addition, the processing executed by the sub-CPU 91 to realize these effects will be described in detail later based on Figures 54 and 55.

[0383] [Chance effects and suggestive effects] Next, the chance effects and suggestive effects executed in the gaming machine 1 of this embodiment will be described with reference to Figures 23 and 24. Here, Figure 23 is an explanatory diagram for explaining the flow of the chance effects and suggestive effects. Figure 24 is an explanatory diagram for explaining the jackpot reliability and features of the chance effects and suggestive effects.

[0384] In the gaming machine 1 of this embodiment, a chance effect (an example of an expectation effect) and a suggestion effect may be executed during the variable display of the first special symbol in the normal game mode. The chance effect is an effect that makes the player expect that a win notification effect will be executed. In this embodiment, the jackpot reliability of the chance effect is set to approximately 25%, so that even if the chance effect is executed alone, there is an expectation of a jackpot (see FIG. 24). In other words, even if a suggestion effect is not executed after the chance effect, a jackpot can be expected. In this way, because the jackpot reliability of the chance effect is set to a relatively high value, the player can enjoy playing while expecting that a win notification effect will be executed based on the occurrence of the chance effect.

[0385] The chance effect may be any effect that can make the player expect that a winning notification effect will be executed, but in this embodiment, it is configured as an effect in which an effect image showing a predetermined character uttering the line "Chance!" is displayed on the display screen 70 and the voice of "Chance!" is output from the speaker 38. In this embodiment, an example will be described in which there is one type of chance effect, but, for example, multiple types of chance effects with different effect modes may be prepared, and when a chance effect is executed, any one of the chance effects may be selected and executed.

[0386] The suggestive effect is an effect that suggests that a winning notification effect will be executed, and in this embodiment, two types of suggestive effects are prepared: a low suggestive effect and a high suggestive effect (see Figure 24). Here, the low suggestive effect is an effect that suggests that there is a possibility that a winning notification effect will be executed, and that the possibility is relatively low. On the other hand, the high suggestive effect is an effect that suggests that there is a possibility that a winning notification effect will be executed, and that the possibility is relatively high. In other words, when comparing the low suggestive effect and the high suggestive effect, the high suggestive effect has a higher reliability of a jackpot than the low suggestive effect.

[0387] In this embodiment, as shown in Figure 24, three types of low suggestion effects are prepared, namely, the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect, which are classified into a low suggestion effect group. When a low suggestion effect is executed, one of the three types of low suggestion effects classified into the low suggestion effect group is selected and executed. In this embodiment, the jackpot reliability of the first low suggestion effect is set to about 3%, the jackpot reliability of the second low suggestion effect is set to about 5%, and the jackpot reliability of the third low suggestion effect is set to about 7%.

[0388] In this embodiment, the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect are all configured as character display effects that display the words "Stay tuned!" on the display screen 70, and the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect have different character colors. Specifically, the first low suggestion effect is a character display effect that displays the words "Stay tuned!" in black, the second low suggestion effect is a character display effect that displays the words "Stay tuned!" in blue, and the third low suggestion effect is a character display effect that displays the words "Stay tuned!" in yellow.

[0389] It goes without saying that the three types of low suggestion effects exemplified here are merely examples, and the first low suggestion effect, the second low suggestion effect, and the third low suggestion effect may be other effects other than the character display effect as long as they can indicate that the possibility of a winning notification being executed is relatively low. Also, the types of low suggestion effects are not limited to three types, and may be one, two, four or more types.

[0390] On the other hand, in this embodiment, as shown in Figure 24, three types of high suggestion effects are prepared, namely, the first high suggestion effect, the second high suggestion effect, and the third high suggestion effect, which are classified into a high suggestion effect group, and when a high suggestion effect is executed, one of the three types of high suggestion effects classified into the high suggestion effect group is selected and executed. In this embodiment, the jackpot reliability of the first high suggestion effect is set to about 31%, the jackpot reliability of the second high suggestion effect is set to about 36%, and the jackpot reliability of the third high suggestion effect is set to about 42%.

[0391] In this embodiment, the first high suggestion effect, the second high suggestion effect, and the third high suggestion effect are all configured as cut-in effects in which a cut-in image showing the words "Big Chance!" is superimposed on the effect image being displayed on the display screen 70, and these high suggestion effects have different text colors. Specifically, the first high suggestion effect is a cut-in effect in which the words "Big Chance!" are displayed in green, the second high suggestion effect is a cut-in effect in which the words "Big Chance!" are displayed in orange, and the third high suggestion effect is a cut-in effect in which the words "Big Chance!" are displayed in red.

[0392] It goes without saying that the three types of high suggestion effects exemplified here are merely examples, and the first high suggestion effect, the second high suggestion effect, and the third high suggestion effect may be other effects other than the cut-in effect as long as they can suggest that there is a relatively high possibility that a winning notification will be executed. Also, the types of high suggestion effects are not limited to three types, and may be one, two, four or more types.

[0393] The chance effects and suggestive effects proceed as follows: First, when a first special symbol determination is made in the normal game state, a symbol change that changes the display of the effect symbol in accordance with the change in the first special symbol begins (see FIG. 23(A)). Then, when a predetermined time has elapsed since the symbol change began, the chance effect described above may be executed (see FIGS. 23(A) and (B)).

[0394] The low suggestion effects and high suggestion effects described above have the following characteristics. That is, each low suggestion effect classified into the low suggestion effect group has the characteristic that it may be combined with a chance effect or may not be combined with a chance effect (see Figure 24). This means that there are times when a low suggestion effect is executed after a chance effect is executed, and times when a low suggestion effect is executed without executing a chance effect.

[0395] On the other hand, each high suggestion effect classified into the high suggestion effect group has the characteristic that it is not combined with a chance effect (see Figure 24). In other words, if a chance effect occurs during the variable display of a certain first special symbol, a high suggestion effect will not be executed within the same variable, and a high suggestion effect may be executed during the variable display of a first special symbol in which a chance effect does not occur.

[0396] In this way, since the low suggestion effect and the high suggestion effect have the characteristics exemplified in Fig. 24, when a chance effect (see Fig. 23(B)) is executed, there are cases where a low suggestion effect is executed and then a hit / loss notification effect (a hit notification effect or a miss notification effect) is executed (see Figs. 23(B), (C), (E)), and cases where a hit / loss notification effect is executed without executing a low suggestion effect (see Figs. 23(B) and (E)). Also, there are cases where a low suggestion effect is executed without executing a chance effect (see Figs. 23(A) and (C)).

[0397] When the chance effect (see FIG. 23(B)) is not executed, a high suggestion effect may be executed (see FIGS. 23(A) and (D)).

[0398] This series of effects is controlled by the sub-CPU 91, and when executing chance effects and suggestive effects, the sub-CPU 91 can execute suggestive effect control such that a low suggestive effect is executed without executing a high suggestive effect.

[0399] 23, in the gaming machine 1 of this embodiment, there are cases where the presentation progresses in a first presentation pattern in which a low suggestion presentation is executed after a chance presentation is executed, and cases where the presentation progresses in a second presentation pattern in which a low suggestion presentation is executed without executing a chance presentation, and there is a characteristic that when the presentation progresses in the first presentation pattern, the probability of a winning notification presentation being executed is higher than when the presentation progresses in the second presentation pattern (see FIG. 24). That is, when the first low suggestion presentation is executed alone, the probability of a winning is about 3%, when the second low suggestion presentation is executed alone, the probability of a winning is about 5%, when the third low suggestion presentation is executed alone, the probability of a winning is about 7%, and when any one of these low suggestion presentations is executed after a chance presentation, the probability of a winning is about 27%.

[0400] In this embodiment, the jackpot reliability of each low suggestion effect classified into the low suggestion effect group is set to a value lower than the jackpot reliability of each high suggestion effect classified into the high suggestion effect group (see Figure 24). For this reason, although a high suggestion effect can increase a player's expectations for a jackpot even when executed alone, the same effect cannot be expected for a low suggestion effect, and there is a concern that executing a low suggestion effect may actually lower a player's expectations for the execution of a win notification effect.

[0401] In contrast, in this embodiment, a high suggestion effect is not combined with a chance effect within the same variation, and a low suggestion effect may be combined after the chance effect is executed. In this embodiment, the jackpot reliability of the chance effect is set to about 25%, so if a low suggestion effect is executed after a chance effect, it is characterized in that a winning notification effect is likely to be executed afterwards. For this reason, when a low suggestion effect is executed alone, it is not very likely that a winning notification effect will be executed, but when it is combined with a chance effect, it is possible to expect a winning notification effect to be executed, and so it is possible to leave a good impression on players regarding the low suggestion effect.

[0402] Therefore, as in this embodiment, by not combining a high suggestion effect with a chance effect, but instead combining a low suggestion effect with a chance effect, the player can be made to expect that a win notification effect will be executed, and it is possible to effectively prevent the occurrence of problems such as the player's expectations for a big win being significantly reduced by executing a low suggestion effect.

[0403] In this embodiment, an example is given in which there are cases where a low suggestion effect is executed after a chance effect is executed and cases in which the low suggestion effect is not executed, but the order in which the chance effect and the low suggestion effect are executed may be reversed. For example, if a low suggestion effect is executed while a certain first special pattern is being displayed in a variable manner, it is also possible to adopt a configuration in which, within the same variable, there are cases in which the chance effect is executed and cases in which the chance effect is not executed.

[0404] So far, we have explained the chance effects and suggestive effects that can be executed in the gaming machine 1 of this embodiment, but the processing executed by the sub-CPU 91 to appropriately control the execution of these chance effects and suggestive effects will be described in detail later based on Figures 62 and 63.

[0405] [About the strange miss notification effect] Next, the strange feeling miss notification effects executed in the gaming machine 1 of this embodiment will be described with reference to Figs. 25 to 27. Here, Fig. 25 is a screen diagram showing a specific example of strange feeling miss notification effect A. Fig. 26 is a screen diagram showing a specific example of strange feeling miss notification effect B. Fig. 27 is a screen diagram showing a specific example of strange feeling miss notification effect C.

[0406] The gaming machine 1 of this embodiment can execute a variation effect including an effect of varying and displaying a variation pattern in accordance with the variation of the special pattern, and a stop effect of stopping and displaying a variation pattern indicating the result of the special pattern determination made when the variation of the special pattern started in accordance with the stop display of the special pattern. The stop effects include a win notification effect (an example of a first stop effect) that notifies that a jackpot game will be executed, and a loss notification effect (an example of a second stop effect) that notifies that a jackpot game will not be executed.

[0407] Incidentally, when the game is controlled in a guaranteed game state (or a time-saving game state), if the reserved second special pattern determination rights include one that will result in the execution of a "winning notification effect," it is possible to execute an icon change effect in which the reserved icon corresponding to that second special pattern determination right is displayed in a different display mode from normal.

[0408] However, when such an icon change effect is executed, the pending icon corresponding to the right to determine the second special pattern, which has a high possibility of being a "jackpot" or a "big win," is emphasized more than the other pending icons, so players are less likely to pay attention to the change effects and stop effects corresponding to the other pending icons, and as a result, there is a concern that the interest in the change effects and stop effects will decrease.

[0409] Furthermore, when comparing the probability variable game state and the time-saving game state with the normal game state, in the probability variable game state and the time-saving game state, it is easy for the game ball to enter the second starting hole 22, so compared to the normal game state, a variation pattern of a special symbol with a short variation time is likely to be selected. For this reason, in the probability variable game state and the time-saving game state, the execution time of the variation effect is likely to be shorter compared to the normal game state, which poses the problem that the effect is likely to become monotonous.

[0410] Therefore, in order to prevent these problems from occurring, the gaming machine 1 of this embodiment pseudo-stops the three performance symbols indicating a miss at the end of the changing display of the second special symbol, and along with the stopped display of the second special symbol, a miss notification effect that stops and displays these performance symbols will notify the player that a ``win notification effect'' will be executed if any of the pending second special symbol determinations is executed.

[0411] The loss notification effect that notifies the player that a "win notification effect" will be executed has a different presentation mode from the normal loss notification effect, which makes the player feel uneasy, and therefore in the following description, the loss notification effect that notifies the player that a "win notification effect" will be executed will be referred to as an "uncomfortable loss notification effect." In this embodiment, three types of uncomfortable loss notification effects are provided: an uncomfortable loss notification effect A (see FIG. 25), an uncomfortable loss notification effect B (see FIG. 26), and an uncomfortable loss notification effect C (see FIG. 27).

[0412] In addition, in normal game mode, in most cases the display pattern is composed of numbers and characters, whereas in special game mode and time-saving game mode, the display pattern does not have characters and is composed of numbers only. The following explanation will be given using this as an example.

[0413] (Uncomfortable Miss Notification A) 25 shows an example of how the strange miss notification effect A is executed when the game is controlled in the probability variation game state (or time-saving game state). When the strange miss notification effect A is executed, the effect proceeds as follows.

[0414] FIG. 25(A) illustrates a state in which three effect symbols showing a "126" scatter pattern have stopped on the display screen 70 in conjunction with the stop display of the second special symbol indicating a "miss." In this way, when a predetermined determination time (e.g., 0.5 seconds) has elapsed since the second special symbol indicating a "miss" has stopped and the three effect symbols showing a "126" scatter pattern have stopped, the pending second special symbol determination is executed, and the variable display of the second special symbol and effect symbol begins (see FIG. 25(B)). FIG. 25(B) illustrates an example in which the left column of symbols, the middle column of symbols, and the right column of symbols are all scrolled downward.

[0415] Here, if the result of the second special symbol determination performed at the start of the symbol variation shown in Figure 25(B) is a "miss," then just before the display of the second special symbol variation ends, three effect symbols, for example, showing the "835" variation, will pseudo-stop, and immediately thereafter, as a missing symbol is displayed as the second special symbol, these effect symbols will stop as they are (see Figure 25(C)). This is the normal miss notification effect that is performed in the probability variation game state or the time-limited game state.

[0416] Here, at the time when the miss notification effect of Figure 25 (C) is being executed, for example, three rights, namely, Special Chart 2 1st Reserve, Special Chart 2 2nd Reserve, and Special Chart 2 3rd Reserve, are reserved as rights to judge the second special pattern, and if advance judgment information is obtained indicating that the judgment results of Special Chart 2 1st Reserve and Special Chart 2 2nd Reserve are "miss" and the judgment result of Special Chart 2 3rd Reserve is "guaranteed jackpot", then, using the pattern change corresponding to Special Chart 2 1st Reserve and the pattern change corresponding to Special Chart 2 2nd Reserve, the strange miss notification effect A is executed in the following manner.

[0417] That is, when a predetermined time (for example, 0.5 seconds) has elapsed since the three effect symbols showing the "835" pattern stopped along with the stop display of the second special symbol indicating a "miss," the second special symbol corresponding to the first reserved special symbol 2 is determined, and the display of the effect symbols along with the display of the second special symbol begins (see Figure 25(D)). The display of the effect symbols begins in the same manner as described above based on Figure 25(B).

[0418] Next, just before the variable display of the second special symbol corresponding to the first reserved symbol of special symbol 2 ends, for example, the left 4 symbol, the middle character symbol, and the right 9 symbol simultaneously pseudo-stop, and immediately after that, as a losing symbol is displayed as the second special symbol, the first strange missing notification effect A is executed in which these three effect symbols actually stop (see Figure 25(E)). Here, the left 4 symbol is a number symbol consisting of the number "4," the right 9 symbol is a number symbol consisting of the number "9," and only the middle character symbol is a character symbol consisting of a specific character rather than a number.

[0419] In a normal loss notification effect, the three effect symbols, the left symbol, the middle symbol, and the right symbol, are all number symbols, whereas in the incongruity loss notification effect A, a character symbol is displayed instead of a number symbol as one of the three effect symbols (the middle symbol in the example shown in FIG. 25(E)). In this way, by executing the incongruity loss notification effect A, which causes the three effect symbols, including the character symbol, to pseudo-stop and then actually stop, it is expected that the player will feel a sense of incongruity and will focus on the variable effect and the stop effect.

[0420] A losing symbol is displayed as the second special symbol corresponding to the first reserved special symbol 2, and when a predetermined time (for example, 0.5 seconds) has passed since the three effect symbols exemplified in Fig. 25(E) have stopped, the second special symbol corresponding to the second reserved special symbol 2 is determined, and the display of the effect symbol changes along with the display of the second special symbol (see Fig. 25(F)). The display of the effect symbol changes here starts in the same way as described above based on Fig. 25(B).

[0421] Next, just before the variable display of the second special symbol corresponding to the second reserved symbol of Special Chart 2 ends, for example, the left character symbol, the middle 6 symbol, and the right 1 symbol simultaneously pseudo-stop, and immediately after that, as a losing symbol is displayed as the second special symbol, a second strange missing notification effect A is executed in which these three effect symbols stop as they are (see Figure 25(G)). Here, the middle 6 symbol is a number symbol consisting of the number "6", the right 1 symbol is a number symbol consisting of the number "1", and only the left character symbol is a character symbol consisting of a specific character rather than a number.

[0422] In this second incongruity miss notification effect A (see Figure 25(G)), three effect patterns including a character pattern are displayed, just like in the first incongruity miss notification effect A (see Figure 25(E)), so the same effect as the first incongruity miss notification effect A can be expected.

[0423] A losing symbol is displayed as the second special symbol corresponding to the second reserved symbol of the special symbol 2, and when a predetermined time (for example, 0.5 seconds) has passed since the three effect symbols exemplified in Fig. 25(G) stopped, the second special symbol corresponding to the third reserved symbol of the special symbol 2 is determined, and the display of the effect symbol changes along with the display of the second special symbol begins (see Fig. 25(H)). The display of the effect symbol changes here begins in the same way as described above based on Fig. 25(B).

[0424] Here, since the result of the determination of the second special pattern corresponding to the third reserve of special chart 2 is a "guaranteed jackpot," just before the variable display of the second special pattern corresponding to the third reserve of special chart 2 ends, for example, three performance patterns showing the repeated numbers "777" will pseudo-stop simultaneously, and immediately after that, a jackpot pattern (guaranteed jackpot pattern) will be displayed as the second special pattern, and a winning notification effect will be executed in which these three performance patterns will actually stop (see Figure 25(I)).

[0425] 25, the stopping position of the character symbol is different between the first incongruity miss notification performance A and the second incongruity miss notification performance A, but the display position of the character symbol may be fixed, for example, so that only the center symbol is displayed as the character symbol. Also, for example, the number of character symbols may be increased each time the incongruity miss notification performance A is executed, such that three effect symbols including one character symbol are displayed in the first incongruity miss notification performance A, and three effect symbols including two character symbols are displayed in the second incongruity miss notification performance A.

[0426] Up to this point, an example has been explained in which the strange feeling miss notification performance A is executed twice with reference to Fig. 25, but the number of times the strange feeling miss notification performance A is executed is variable, and it is also possible to execute the strange feeling miss notification performance A once or three times using the pattern change that occurs before the pattern change that executes the winning notification performance (here, the change corresponding to the third reserved special chart 2). When the strange feeling miss notification performance A is executed only once, for example, a configuration can be considered in which a normal miss notification performance is executed in the scene in which the performance in Fig. 25(E) is executed, and only the strange feeling miss notification performance A in Fig. 25(G) is executed.

[0427] In this way, by executing one or more strange miss notification effects A to warn that the reserved second special pattern determination rights include one that will be determined to be a "jackpot," it is possible to make the player feel strange while drawing their attention to the variable effects and stop effects, thereby effectively increasing the player's expectations for a jackpot.

[0428] (Unusual Miss Notification Performance B) 26 shows an example of how the strange miss notification effect B is executed when the game is controlled in the probability variation game state (or time-saving game state). When the strange miss notification effect B is executed, the effect proceeds as follows.

[0429] Figure 26(A) illustrates the situation immediately after the display of the effect patterns (scrolling display of three pattern rows) begins as the display of the second special pattern begins to change. Here, if the result of the second special pattern determination made at the start of the pattern change illustrated in Figure 26(A) is "miss," just before the display of the second special pattern changes, three effect patterns showing, for example, a "152" scatter pattern are pseudo-stopped, and immediately thereafter, as a missing pattern is stopped and displayed as the second special pattern, a normal miss notification effect is executed in which these effect patterns are actually stopped (see Figure 26(B)).

[0430] Here, at the time when the miss notification effect of Figure 26 (B) is being executed, for example, if two rights, Special Chart 2 1st Reserve and Special Chart 2 2nd Reserve, are reserved as rights to judge the second special pattern, and advance judgment information is obtained indicating that the judgment result of Special Chart 2 1st Reserve is "miss" and the judgment result of Special Chart 2 2nd Reserve is "normal jackpot", then, using the pattern change corresponding to Special Chart 2 1st Reserve, the strange miss notification effect B is executed in the following manner.

[0431] That is, when a predetermined time (for example, 0.5 seconds) has elapsed since the three effect symbols showing the "152" spread stopped in association with the stop display of the second special symbol indicating a "miss," the second special symbol corresponding to the first reserved special symbol 2 is determined, and the display of the effect symbols along with the display of the second special symbol begins (see Figure 26(C)). The display of the effect symbols begins in the same manner as described above based on Figure 25(B).

[0432] Next, just before the variable display of the second special symbol corresponding to the first reserved symbol of Special Chart 2 ends, for example, the left 9 symbol, the middle 7 symbol, and the right 6 symbol simultaneously pseudo-stop, and immediately after that, as a losing symbol is displayed as the second special symbol, these three symbols stop as they are, and an incongruity loss notification effect B is executed (see Figure 26 (D)). Here, the left 9 symbol is a number symbol consisting of the number "9", the middle 7 symbol is a number symbol consisting of the number "7", and the right 6 symbol is a number symbol consisting of the number "9". In this way, these three symbols are all number symbols, but the middle 7 symbol is a pseudo-consecutive symbol that notifies the execution of a pseudo-consecutive effect, as described above based on Figure 9. As shown in Figures 9(D)-(E) and Figures 9(G)-(H), when the middle 7 symbol is pseudo-stopped, a pseudo consecutive effect occurs and the scrolling display of the three symbol rows resumes, so basically, the middle 7 symbol will not actually stop.

[0433] In contrast to this, the strange miss notification effect B is configured as a miss notification effect in which three performance symbols, including the middle 7 symbol which basically never stops, are pseudo-stopped and then actually stopped, so that the player feels strange that the middle 7 symbol which should never actually stop has actually stopped, and it is possible to make the player pay attention to the variable effect and the stop effect.

[0434] A losing symbol is displayed as the second special symbol corresponding to the first reserved symbol of the special symbol 2, and when a predetermined time (for example, 0.5 seconds) has passed since the three effect symbols exemplified in Fig. 26(D) stopped, the second special symbol corresponding to the second reserved symbol of the special symbol 2 is determined, and the display of the effect symbol changes along with the display of the second special symbol (see Fig. 26(E)). The display of the effect symbol changes here starts in the same way as described above based on Fig. 25(B).

[0435] Next, just before the display of the second special pattern corresponding to the second reserve of special chart 2 ends, three performance patterns showing the repeated numbers "444", for example, will pseudo-stop simultaneously, and immediately after that, a jackpot pattern (normal pattern) will be displayed as the second special pattern, and a winning notification effect will be executed in which these three performance patterns will stop as they are (see Figure 26 (F)).

[0436] Here, we have explained an example in which the strange miss notification effect B is executed only once before the winning notification effect is executed, but it is also possible to execute the strange miss notification effect B multiple times (for example, two or three times) before the winning notification effect is executed.

[0437] In this way, by executing one or more strange miss notification effects B to warn that the reserved second special pattern determination rights include one that will be determined to be a "jackpot," it is possible to make the player feel strange while drawing their attention to the variable effects and stop effects, thereby effectively increasing the player's expectations for a jackpot.

[0438] (Unnatural Miss Notification Performance C) 27 shows an example of how the strange miss notification effect C is executed when the game is controlled in the probability variation game state (or the time-saving game state). When the strange miss notification effect C is executed, the effect proceeds as follows.

[0439] 27(A) illustrates a state in which three effect symbols showing the "462" variation have stopped on the display screen 70 in association with the stop display of the second special symbol indicating a "miss." Here, at a time point when the miss notification effect of FIG. 27(A) is being executed, for example, four rights, namely, special symbol 2 first reserve, special symbol 2 second reserve, special symbol 2 third reserve, and special symbol 2 fourth reserve, are reserved as the right of the second special symbol judgment, and the judgment results of the three reserves from special symbol 2 first reserve to special symbol 2 third reserve are "miss," and when advance judgment information indicating that the judgment result of special symbol 2 fourth reserve is "probable jackpot" is obtained, a strange miss notification effect C is executed in the following manner using the pattern variation corresponding to special symbol 2 first reserve, the pattern variation corresponding to special symbol 2 second reserve, and the pattern variation corresponding to special symbol 2 third reserve.

[0440] That is, when a predetermined time (for example, 0.5 seconds) has elapsed since the three effect symbols showing the "462" spread stopped in association with the stop display of the second special symbol indicating a "miss," the second special symbol corresponding to the first reserved special symbol 2 is determined, and the display of the effect symbols along with the display of the second special symbol changes begins (see Figure 27(B)). The display of the effect symbols changes here begins in the same manner as described above based on Figure 25(B).

[0441] Next, just before the variable display of the second special pattern corresponding to the first hold of special chart 2 ends, for example, the left 1 pattern, the middle 3 pattern, and the right 9 pattern will pseudo-stop simultaneously, and immediately after that, as a losing pattern is displayed as the second special pattern, the first strange missing notification effect C will be executed in which these three effect patterns will actually stop as they are (see Figure 27(C)).

[0442] Here, the left 1 symbol, the center 3 symbol, and the right 9 symbol are all number symbols, but as is clear from a comparison of Figures 27(A) and (C), in a normal miss notification effect, the three symbols are stopped and displayed in a straight line on the effective line, whereas in the strange miss notification effect C, at least one of the three symbols is stopped and displayed in a position different from the effective line (see Figure 27(C)). Figure 27(C) illustrates a state in which only the right 9 symbol is stopped and displayed on the effective line, and the left 1 symbol and the center 3 symbol are stopped and displayed in a position different from the effective line (here, a position below the effective line).

[0443] In this way, in the strange miss notification effect C, at least one of the three effect patterns is displayed stopped at a position different from the valid line, making the player feel strange and making them pay attention to the changing effect and the stopping effect.

[0444] A losing pattern is displayed as the second special pattern corresponding to the first reserve of special chart 2, and when a predetermined confirmation time (e.g., 0.5 seconds) has elapsed since the three performance patterns exemplified in Figure 27(C) have stopped, a determination of the second special pattern corresponding to the second reserve of special chart 2 is executed, and the display of the changing performance pattern associated with the changing display of the second special pattern begins (see Figure 27(D)).

[0445] Next, just before the variable display of the second special symbol corresponding to the second reserved special symbol 2 ends, for example, the left 5 symbol, the center 5 symbol, and the right 4 symbol simultaneously pseudo-stop, and immediately after that, as a losing symbol is displayed as the second special symbol, a second strange miss notification effect C is executed in which these three effect symbols actually stop (see Figure 27(E)). In the second strange miss notification effect C, as in the first strange miss notification effect C, the stopped display positions of the left symbol and the right symbol are shifted from the valid line, making it possible to make the player feel strange.

[0446] A losing pattern is displayed as the second special pattern corresponding to the second reserve of special chart 2, and when a predetermined confirmation time (e.g., 0.5 seconds) has elapsed since the three performance patterns exemplified in Figure 27(E) have stopped, a determination of the second special pattern corresponding to the third reserve of special chart 2 is executed, and the display of the changing performance patterns associated with the changing display of the second special pattern begins (see Figure 27(F)).

[0447] Next, just before the variable display of the second special symbol corresponding to the third reserved symbol of Special Chart 2 ends, for exa...

Claims

[Claim 1] a determination means for determining whether or not to execute a special game advantageous to a player; a special game execution means for executing the special game when the determination means determines that the special game is to be executed; a performance control means for controlling the performance, The performance control means A winning notification effect that notifies that the special game will be executed and a possibility suggestion effect that suggests that the winning notification effect may be executed can be executed, As the possibility suggestion effect, a variable effect consisting of one or more image display effects that display effect images and a predetermined expectation effect can be executed, When the expected performance is executed, the variable performance is more likely to be executed than when the expected performance is not executed, In the expected effect, there are a case where a first expected image is displayed and a case where a second expected image different from the first expected image is displayed, From the start to the end of the variable performance, there are cases where a first number of performance images are displayed, and cases where a second number of performance images greater than the first number are displayed, The performance control means A first effect control that executes the expected effect that displays the first expected image and then executes the variable effect that displays the first number of effect images; A gaming machine characterized in that it is further capable of executing a second presentation control that executes the expected presentation that displays the second expected image and then executes the variable presentation that displays the second number of presentation images.